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cff3d2fb05 |
@@ -11,7 +11,9 @@ _[Javadoc](https://mindustrygame.github.io/docs/)_
|
|||||||
|
|
||||||
## Contributing
|
## Contributing
|
||||||
|
|
||||||
See [CONTRIBUTING](CONTRIBUTING.md).
|
See [CONTRIBUTING](CONTRIBUTING.md) for general code style and PR guidelines.
|
||||||
|
|
||||||
|
If you are a first-time contributor looking for features to implement or bugs to fix, see the issues tagged with 'candidate' [in the Mindustry-Suggestions repostiory](https://github.com/Anuken/Mindustry-Suggestions/issues?q=is%3Aissue%20state%3Aopen%20label%3Acandidate).
|
||||||
|
|
||||||
## Building
|
## Building
|
||||||
|
|
||||||
|
|||||||
@@ -30,8 +30,8 @@ task deploy(type: Copy){
|
|||||||
|
|
||||||
android{
|
android{
|
||||||
namespace = "io.anuke.mindustry"
|
namespace = "io.anuke.mindustry"
|
||||||
buildToolsVersion = '34.0.0'
|
buildToolsVersion = '36.0.0'
|
||||||
compileSdk = 34
|
compileSdk = 36
|
||||||
sourceSets{
|
sourceSets{
|
||||||
main{
|
main{
|
||||||
manifest.srcFile 'AndroidManifest.xml'
|
manifest.srcFile 'AndroidManifest.xml'
|
||||||
@@ -57,7 +57,7 @@ android{
|
|||||||
|
|
||||||
applicationId "io.anuke.mindustry"
|
applicationId "io.anuke.mindustry"
|
||||||
minSdkVersion 14
|
minSdkVersion 14
|
||||||
targetSdkVersion 34
|
targetSdkVersion 36
|
||||||
|
|
||||||
versionName versionNameResult
|
versionName versionNameResult
|
||||||
versionCode = vcode
|
versionCode = vcode
|
||||||
@@ -125,11 +125,10 @@ dependencies{
|
|||||||
natives "com.github.Anuken.Arc:natives-android:$arcHash"
|
natives "com.github.Anuken.Arc:natives-android:$arcHash"
|
||||||
natives "com.github.Anuken.Arc:natives-freetype-android:$arcHash"
|
natives "com.github.Anuken.Arc:natives-freetype-android:$arcHash"
|
||||||
|
|
||||||
def version;
|
def version, highestVersion
|
||||||
def highestVersion;
|
|
||||||
new File((String)findSdkDir(), "/platforms").eachFileMatch ~/android-\d+/, {
|
new File((String)findSdkDir(), "/platforms").eachFileMatch ~/android-\d+/, {
|
||||||
version = it.name.find(/\d+/).toInteger();
|
version = it.name.find(/\d+/).toInteger()
|
||||||
highestVersion = version > highestVersion ? version : highestVersion;
|
highestVersion = version > highestVersion ? version : highestVersion
|
||||||
}
|
}
|
||||||
|
|
||||||
def sdkFile = new File((String)findSdkDir(), "/platforms/android-${highestVersion}/android.jar")
|
def sdkFile = new File((String)findSdkDir(), "/platforms/android-${highestVersion}/android.jar")
|
||||||
|
|||||||
1
android/proguard-rules.pro
vendored
@@ -5,6 +5,7 @@
|
|||||||
-keep class net.jpountz.** { *; }
|
-keep class net.jpountz.** { *; }
|
||||||
-keep class rhino.** { *; }
|
-keep class rhino.** { *; }
|
||||||
-keep class com.android.dex.** { *; }
|
-keep class com.android.dex.** { *; }
|
||||||
|
-keep class com.android.dx.** { *; }
|
||||||
-keepattributes Signature,*Annotation*,InnerClasses,EnclosingMethod
|
-keepattributes Signature,*Annotation*,InnerClasses,EnclosingMethod
|
||||||
|
|
||||||
-dontwarn javax.naming.**
|
-dontwarn javax.naming.**
|
||||||
|
|||||||
@@ -160,7 +160,7 @@ public class AndroidLauncher extends AndroidApplication{
|
|||||||
@Override
|
@Override
|
||||||
public OutputStream write(boolean append){
|
public OutputStream write(boolean append){
|
||||||
try{
|
try{
|
||||||
return getContentResolver().openOutputStream(uri);
|
return getContentResolver().openOutputStream(uri, "rwt");
|
||||||
}catch(IOException e){
|
}catch(IOException e){
|
||||||
throw new ArcRuntimeException(e);
|
throw new ArcRuntimeException(e);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -183,7 +183,11 @@ public class AssetsProcess extends BaseProcessor{
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(classname.equals("Sounds")){
|
if(classname.equals("Sounds")){
|
||||||
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()").build());
|
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()")
|
||||||
|
.addJavadoc("Does not play anything.").build());
|
||||||
|
|
||||||
|
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "unset", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()")
|
||||||
|
.addJavadoc("Used a placeholder value for unset default values. This is usually reassigned in init() of the relevant block or unit. Does not play anything.").build());
|
||||||
}
|
}
|
||||||
|
|
||||||
type.addMethod(loadBegin.build());
|
type.addMethod(loadBegin.build());
|
||||||
|
|||||||
17
build.gradle
@@ -44,7 +44,7 @@ allprojects{
|
|||||||
if(!project.hasProperty("versionType")) versionType = 'official'
|
if(!project.hasProperty("versionType")) versionType = 'official'
|
||||||
appName = 'Mindustry'
|
appName = 'Mindustry'
|
||||||
steamworksVersion = '0b86023401880bb5e586bc404bedbaae9b1f1c94'
|
steamworksVersion = '0b86023401880bb5e586bc404bedbaae9b1f1c94'
|
||||||
rhinoVersion = '73a812444ac388ac2d94013b5cadc8f70b7ea027'
|
rhinoVersion = '54b75cbd1207ef1fd5cff517cbd188e763c85baa'
|
||||||
|
|
||||||
loadVersionProps = {
|
loadVersionProps = {
|
||||||
return new Properties().with{p -> p.load(file('../core/assets/version.properties').newReader()); return p }
|
return new Properties().with{p -> p.load(file('../core/assets/version.properties').newReader()); return p }
|
||||||
@@ -223,7 +223,7 @@ configure(project(":annotations")){
|
|||||||
}
|
}
|
||||||
|
|
||||||
//compile with java 8 compatibility for everything except the annotation project
|
//compile with java 8 compatibility for everything except the annotation project
|
||||||
configure(subprojects - project(":annotations")){
|
configure(subprojects - project(":annotations") - project(":tests")){
|
||||||
tasks.withType(JavaCompile){
|
tasks.withType(JavaCompile){
|
||||||
options.compilerArgs.addAll(['--release', '8'])
|
options.compilerArgs.addAll(['--release', '8'])
|
||||||
}
|
}
|
||||||
@@ -400,6 +400,12 @@ project(":tests"){
|
|||||||
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
tasks.withType(JavaCompile){
|
||||||
|
targetCompatibility = JavaVersion.VERSION_17
|
||||||
|
sourceCompatibility = JavaVersion.VERSION_17
|
||||||
|
options.compilerArgs.addAll(['--release', '17'])
|
||||||
|
}
|
||||||
|
|
||||||
test{
|
test{
|
||||||
//fork every test so mods don't interact with each other
|
//fork every test so mods don't interact with each other
|
||||||
forkEvery = 1
|
forkEvery = 1
|
||||||
@@ -446,9 +452,10 @@ configure([":core", ":server"].collect{project(it)}){
|
|||||||
publications{
|
publications{
|
||||||
maven(MavenPublication){
|
maven(MavenPublication){
|
||||||
from components.java
|
from components.java
|
||||||
if(project.name == "core"){
|
//TODO: uncomment this once the jitpack packing is fixed (currently depends on a newer glibc version)
|
||||||
artifact(tasks.named("assetsJar"))
|
//if(project.name == "core"){
|
||||||
}
|
// artifact(tasks.named("assetsJar"))
|
||||||
|
//}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
|
After Width: | Height: | Size: 8.0 KiB |
|
Before Width: | Height: | Size: 751 B |
|
Before Width: | Height: | Size: 1.1 KiB |
BIN
core/assets-raw/sprites/ui/sectors/sector-sunkenPier.png
Normal file
|
After Width: | Height: | Size: 723 B |
|
Before Width: | Height: | Size: 908 B After Width: | Height: | Size: 840 B |
BIN
core/assets-raw/sprites/units/weapons/scepter-mount.png
Normal file
|
After Width: | Height: | Size: 581 B |
@@ -101,6 +101,7 @@ coreattack = < Core is under attack! >
|
|||||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||||
database = Core Database
|
database = Core Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Save Game
|
savegame = Save Game
|
||||||
loadgame = Load Game
|
loadgame = Load Game
|
||||||
joingame = Join Game
|
joingame = Join Game
|
||||||
@@ -159,7 +160,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This mod caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This mod caused errors when loading. Ask the mod author to fix them.
|
||||||
@@ -451,10 +452,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Brush
|
editor.brush = Brush
|
||||||
editor.openin = Open In Editor
|
editor.openin = Open In Editor
|
||||||
editor.oregen = Ore Generation
|
editor.oregen = Ore Generation
|
||||||
@@ -468,6 +471,14 @@ editor.rules = Rules
|
|||||||
editor.generation = Generation
|
editor.generation = Generation
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Data Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -792,6 +803,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -802,7 +814,8 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
|
sectors.viewsubmission = \ue80d View Submission
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]none (sun)
|
sectors.nonelaunch = [lightgray]none (sun)
|
||||||
@@ -810,13 +823,12 @@ sectors.redirect = Redirect Launch Pads
|
|||||||
sectors.rename = Rename Sector
|
sectors.rename = Rename Sector
|
||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack!
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -880,6 +892,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -905,6 +918,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1013,8 +1027,12 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Power Capacity
|
stat.powercapacity = Power Capacity
|
||||||
stat.powershot = Power/Shot
|
stat.powershot = Power/Shot
|
||||||
stat.damage = Damage
|
stat.damage = Damage
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1054,6 +1072,7 @@ stat.reload = Firing Rate
|
|||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1099,7 +1118,7 @@ ability.movelightning.description = Releases lightning while moving
|
|||||||
ability.armorplate = Armor Plate
|
ability.armorplate = Armor Plate
|
||||||
ability.armorplate.description = Reduces damage taken while shooting
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs or deflects bullets, missiles and units
|
||||||
ability.suppressionfield = Repair Suppression
|
ability.suppressionfield = Repair Suppression
|
||||||
ability.suppressionfield.description = Stops nearby repair buildings
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
@@ -1119,6 +1138,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] max shield
|
ability.stat.shield = [stat]{0}[lightgray] max shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1162,6 +1182,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1212,6 +1233,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Power
|
category.power = Power
|
||||||
@@ -1443,6 +1465,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1450,6 +1474,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite Enemy Team Resources
|
rules.enemyCheat = Infinite Enemy Team Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1459,6 +1487,8 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1666,7 +1696,7 @@ block.snow.name = Snow
|
|||||||
block.crater-stone.name = Craters
|
block.crater-stone.name = Craters
|
||||||
block.sand-water.name = Sand Water
|
block.sand-water.name = Sand Water
|
||||||
block.darksand-water.name = Dark Sand Water
|
block.darksand-water.name = Dark Sand Water
|
||||||
block.char.name = Char
|
block.char.name = Charred Stone
|
||||||
block.dacite.name = Dacite
|
block.dacite.name = Dacite
|
||||||
block.rhyolite.name = Rhyolite
|
block.rhyolite.name = Rhyolite
|
||||||
block.dacite-wall.name = Dacite Wall
|
block.dacite-wall.name = Dacite Wall
|
||||||
@@ -2475,9 +2505,9 @@ unit.navanax.description = Fires explosive EMP projectiles, dealing significant
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets. Less affected by harmful terrain.
|
||||||
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
|
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets. Less affected by harmful terrain.
|
||||||
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets.
|
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets. Less affected by harmful terrain.
|
||||||
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
||||||
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
||||||
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
||||||
@@ -2583,8 +2613,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ядро знаходзіцца пад атакай! >
|
|||||||
nearpoint = [[ [scarlet]ПАКІНЬЦЕ КРОПКУ ВЫСАДКІ НЕАДКЛАДНА[] ]\nанігіляцыя непазбежна
|
nearpoint = [[ [scarlet]ПАКІНЬЦЕ КРОПКУ ВЫСАДКІ НЕАДКЛАДНА[] ]\nанігіляцыя непазбежна
|
||||||
database = База дадзеных ядра
|
database = База дадзеных ядра
|
||||||
database.button = База Дадзеных
|
database.button = База Дадзеных
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Захаваць Гульню
|
savegame = Захаваць Гульню
|
||||||
loadgame = Спампаваць Гульню
|
loadgame = Спампаваць Гульню
|
||||||
joingame = Сеткавая Гульня
|
joingame = Сеткавая Гульня
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Вы ўпэўненыя, што хочаце апубліка
|
|||||||
publish.error = Памылка адпраўкі прадмета: {0}
|
publish.error = Памылка адпраўкі прадмета: {0}
|
||||||
steam.error = Немагчыма ініцыялізаваць паслугі Steam.\nПамылка: {0}
|
steam.error = Немагчыма ініцыялізаваць паслугі Steam.\nПамылка: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектар:
|
editor.sector = Сектар:
|
||||||
editor.seed = Зерне:
|
editor.seed = Зерне:
|
||||||
editor.cliffs = Сцены К Скалам
|
|
||||||
editor.brush = Пэндаль
|
editor.brush = Пэндаль
|
||||||
editor.openin = Адкрыць у рэдактары
|
editor.openin = Адкрыць у рэдактары
|
||||||
editor.oregen = Генерацыя руд
|
editor.oregen = Генерацыя руд
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Правілы:
|
|||||||
editor.generation = Генерацыя:
|
editor.generation = Генерацыя:
|
||||||
editor.objectives = Мэты
|
editor.objectives = Мэты
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Віншую.\n\nВорагі ў {0} былі пер
|
|||||||
sectorlist = Сектары
|
sectorlist = Сектары
|
||||||
sectorlist.attacked = {0} пад атакай
|
sectorlist.attacked = {0} пад атакай
|
||||||
sectors.unexplored = [lightgray]Не Разведана
|
sectors.unexplored = [lightgray]Не Разведана
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Рэсурсы:
|
sectors.resources = Рэсурсы:
|
||||||
sectors.production = Вытворчасць:
|
sectors.production = Вытворчасць:
|
||||||
sectors.export = Экспартавана:
|
sectors.export = Экспартавана:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Хваля:
|
|||||||
sectors.stored = Захавана:
|
sectors.stored = Захавана:
|
||||||
sectors.resume = Працягнуць
|
sectors.resume = Працягнуць
|
||||||
sectors.launch = Запусціць
|
sectors.launch = Запусціць
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Выбраць
|
sectors.select = Выбраць
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Пераназваць Сектар
|
|||||||
sectors.enemybase = [scarlet]Варожая База
|
sectors.enemybase = [scarlet]Варожая База
|
||||||
sectors.vulnerable = [scarlet]Уразлівы
|
sectors.vulnerable = [scarlet]Уразлівы
|
||||||
sectors.underattack = [scarlet]Атакуецца! [accent]{0}% пашкоджанняў
|
sectors.underattack = [scarlet]Атакуецца! [accent]{0}% пашкоджанняў
|
||||||
sectors.underattack.nodamage = [scarlet]Незахоплены
|
|
||||||
sectors.survives = [accent]Перажыта {0} хваляў
|
|
||||||
sectors.go = Зайсці
|
sectors.go = Зайсці
|
||||||
sector.abandon = Пакінуць Сектар
|
sector.abandon = Пакінуць Сектар
|
||||||
sector.abandon.confirm = Ядро(а) будуць самазнішчаны ў гэтым сектары.\n,Працягнуць?
|
sector.abandon.confirm = Ядро(а) будуць самазнішчаны ў гэтым сектары.\n,Працягнуць?
|
||||||
sector.curcapture = Сектар Захоплены
|
sector.curcapture = Сектар Захоплены
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Сектар Згублены
|
sector.curlost = Сектар Згублены
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Пашкаджае
|
|||||||
stat.powercapacity = Умяшчальнасць энергіі
|
stat.powercapacity = Умяшчальнасць энергіі
|
||||||
stat.powershot = Энергія/Выстрэл
|
stat.powershot = Энергія/Выстрэл
|
||||||
stat.damage = Страты
|
stat.damage = Страты
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Паветраныя мэты
|
stat.targetsair = Паветраныя мэты
|
||||||
stat.targetsground = Наземныя мэты
|
stat.targetsground = Наземныя мэты
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Хуткасць перамяшчэння
|
stat.itemsmoved = Хуткасць перамяшчэння
|
||||||
stat.launchtime = Інтэрвал запускаў
|
stat.launchtime = Інтэрвал запускаў
|
||||||
stat.shootrange = Радыус дзеяння
|
stat.shootrange = Радыус дзеяння
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Стрэлы/секунду
|
|||||||
stat.ammo = Боепрыпасы
|
stat.ammo = Боепрыпасы
|
||||||
stat.shieldhealth = Трываласць Шчыта
|
stat.shieldhealth = Трываласць Шчыта
|
||||||
stat.cooldowntime = Час Перазарадкі
|
stat.cooldowntime = Час Перазарадкі
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Узрыўчатасць
|
stat.explosiveness = Узрыўчатасць
|
||||||
stat.basedeflectchance = Шанец Збоя Базы
|
stat.basedeflectchance = Шанец Збоя Базы
|
||||||
stat.lightningchance = Шанец Маланкі
|
stat.lightningchance = Шанец Маланкі
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Затрымка Запуску
|
|||||||
bar.input = Уваход
|
bar.input = Уваход
|
||||||
bar.output = Выхад
|
bar.output = Выхад
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
|
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = М.
|
|||||||
unit.billions = Б.
|
unit.billions = Б.
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /стрэл
|
unit.pershot = /стрэл
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Апісанне
|
category.purpose = Апісанне
|
||||||
category.general = Асноўныя
|
category.general = Асноўныя
|
||||||
category.power = Энергія
|
category.power = Энергія
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Мінімальны Размер Атраду
|
rules.rtsminsquadsize = Мінімальны Размер Атраду
|
||||||
rules.rtsmaxsquadsize = Максімальны Размер Атраду
|
rules.rtsmaxsquadsize = Максімальны Размер Атраду
|
||||||
rules.rtsminattackweight = Мінімальная Вага Атакі
|
rules.rtsminattackweight = Мінімальная Вага Атакі
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Ачысціць Будынкі Знішчанай Ка
|
|||||||
rules.corecapture = Захапіь Ядро Пры ЗніCapture Core On Destruction
|
rules.corecapture = Захапіь Ядро Пры ЗніCapture Core On Destruction
|
||||||
rules.polygoncoreprotection = Шматкутная Абарона Ядра
|
rules.polygoncoreprotection = Шматкутная Абарона Ядра
|
||||||
rules.placerangecheck = Праверка Вобласці Размяшчэння
|
rules.placerangecheck = Праверка Вобласці Размяшчэння
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Бясконцыя рэсурсы ІІ (чырвоная каманда)
|
rules.enemyCheat = Бясконцыя рэсурсы ІІ (чырвоная каманда)
|
||||||
rules.blockhealthmultiplier = Множнік здароўя блокаў
|
rules.blockhealthmultiplier = Множнік здароўя блокаў
|
||||||
rules.blockdamagemultiplier = Множнік Пашкоджання Блокам
|
rules.blockdamagemultiplier = Множнік Пашкоджання Блокам
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Множнік здароўя баяв. адз.
|
|||||||
rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
||||||
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
||||||
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ядрото е нападнато! >
|
|||||||
nearpoint = [[ [scarlet]НАПУСНЕТЕ ОПАСНАТА ЗОНА МОМЕНТАЛНО[] ]\nредстои унижощение
|
nearpoint = [[ [scarlet]НАПУСНЕТЕ ОПАСНАТА ЗОНА МОМЕНТАЛНО[] ]\nредстои унижощение
|
||||||
database = Енциклопедия
|
database = Енциклопедия
|
||||||
database.button = База данни
|
database.button = База данни
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Запази Игра
|
savegame = Запази Игра
|
||||||
loadgame = Зареди Игра
|
loadgame = Зареди Игра
|
||||||
joingame = Присъедини се в Игра
|
joingame = Присъедини се в Игра
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Сигурни ли сте, че искате да публи
|
|||||||
publish.error = Грешка при публикуване на елемент: {0}
|
publish.error = Грешка при публикуване на елемент: {0}
|
||||||
steam.error = Грешка при зареждане на Steam услуги.\nГрешка: {0}
|
steam.error = Грешка при зареждане на Steam услуги.\nГрешка: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектор:
|
editor.sector = Сектор:
|
||||||
editor.seed = Семе:
|
editor.seed = Семе:
|
||||||
editor.cliffs = Стени към скали
|
|
||||||
editor.brush = Четка
|
editor.brush = Четка
|
||||||
editor.openin = Отвори в редактора
|
editor.openin = Отвори в редактора
|
||||||
editor.oregen = Генериране на руди
|
editor.oregen = Генериране на руди
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Правила:
|
|||||||
editor.generation = Генериране:
|
editor.generation = Генериране:
|
||||||
editor.objectives = Задачи
|
editor.objectives = Задачи
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Поздравления.\n\nВрагът на {0}
|
|||||||
sectorlist = Сектори
|
sectorlist = Сектори
|
||||||
sectorlist.attacked = {0} е в опасност
|
sectorlist.attacked = {0} е в опасност
|
||||||
sectors.unexplored = [lightgray]Неизследвано
|
sectors.unexplored = [lightgray]Неизследвано
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ресурси:
|
sectors.resources = Ресурси:
|
||||||
sectors.production = Производство:
|
sectors.production = Производство:
|
||||||
sectors.export = Изнеси:
|
sectors.export = Изнеси:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Вълна:
|
|||||||
sectors.stored = Съхранени:
|
sectors.stored = Съхранени:
|
||||||
sectors.resume = Продължи
|
sectors.resume = Продължи
|
||||||
sectors.launch = Изстреляй
|
sectors.launch = Изстреляй
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Избери
|
sectors.select = Избери
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Преименувай Зоната
|
|||||||
sectors.enemybase = [scarlet]Вражеска база
|
sectors.enemybase = [scarlet]Вражеска база
|
||||||
sectors.vulnerable = [scarlet]Уязвима
|
sectors.vulnerable = [scarlet]Уязвима
|
||||||
sectors.underattack = [scarlet]Под атака! [accent]{0}% повредена
|
sectors.underattack = [scarlet]Под атака! [accent]{0}% повредена
|
||||||
sectors.underattack.nodamage = [scarlet]Незавладяно
|
|
||||||
sectors.survives = [accent]Оцелява {0} вълни
|
|
||||||
sectors.go = Посети
|
sectors.go = Посети
|
||||||
sector.abandon = Изоставяне
|
sector.abandon = Изоставяне
|
||||||
sector.abandon.confirm = Ядрото(-та) в този сектор ще се самоунищожат.\nПродължаване?
|
sector.abandon.confirm = Ядрото(-та) в този сектор ще се самоунищожат.\nПродължаване?
|
||||||
sector.curcapture = Зоната е превзета
|
sector.curcapture = Зоната е превзета
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Зоната е изгубена
|
sector.curlost = Зоната е изгубена
|
||||||
sector.missingresources = [scarlet]Недостатъчно ресурси в ядрото
|
sector.missingresources = [scarlet]Недостатъчно ресурси в ядрото
|
||||||
sector.attacked = Зона [accent]{0}[white] е под атака!
|
sector.attacked = Зона [accent]{0}[white] е под атака!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Врагът е установил база
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Противоположности
|
|||||||
stat.powercapacity = Електрически капацитет
|
stat.powercapacity = Електрически капацитет
|
||||||
stat.powershot = Електроенергия/Изстрел
|
stat.powershot = Електроенергия/Изстрел
|
||||||
stat.damage = Щети
|
stat.damage = Щети
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Напада по въздух
|
stat.targetsair = Напада по въздух
|
||||||
stat.targetsground = Напада по земя
|
stat.targetsground = Напада по земя
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Скорост на движение
|
stat.itemsmoved = Скорост на движение
|
||||||
stat.launchtime = Време между изстрелванията
|
stat.launchtime = Време между изстрелванията
|
||||||
stat.shootrange = Обхват
|
stat.shootrange = Обхват
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Изстрели/Секунда
|
|||||||
stat.ammo = Боеприпаси
|
stat.ammo = Боеприпаси
|
||||||
stat.shieldhealth = Здравина на щита
|
stat.shieldhealth = Здравина на щита
|
||||||
stat.cooldowntime = Време за охлаждане
|
stat.cooldowntime = Време за охлаждане
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Експлозивност
|
stat.explosiveness = Експлозивност
|
||||||
stat.basedeflectchance = Базов шанс за отклоняване на изстрел
|
stat.basedeflectchance = Базов шанс за отклоняване на изстрел
|
||||||
stat.lightningchance = Вероятност за светкавица
|
stat.lightningchance = Вероятност за светкавица
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] здраве/сек.
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] щит
|
ability.stat.shield = [stat]{0}[lightgray] щит
|
||||||
ability.stat.repairspeed = [stat]{0}/в сек.[lightgray] скорост на поправка
|
ability.stat.repairspeed = [stat]{0}/в сек.[lightgray] скорост на поправка
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] здраве/количество течност
|
ability.stat.slurpheal = [stat]{0}[lightgray] здраве/количество течност
|
||||||
ability.stat.cooldown = [stat]{0} в сек.[lightgray] презареждане
|
ability.stat.cooldown = [stat]{0} в сек.[lightgray] презареждане
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] макс. мишени
|
ability.stat.maxtargets = [stat]{0}[lightgray] макс. мишени
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Презареждане на изстрела
|
|||||||
bar.input = Вход
|
bar.input = Вход
|
||||||
bar.output = Изход
|
bar.output = Изход
|
||||||
bar.strength = [stat]{0}[lightgray]x сила
|
bar.strength = [stat]{0}[lightgray]x сила
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Контролиран от процесор
|
units.processorcontrol = [lightgray]Контролиран от процесор
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = млн
|
|||||||
unit.billions = млр
|
unit.billions = млр
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /изстрел
|
unit.pershot = /изстрел
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Предназначение
|
category.purpose = Предназначение
|
||||||
category.general = Обща информация
|
category.general = Обща информация
|
||||||
category.power = Електричество
|
category.power = Електричество
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Степен на ИИ строителя
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Мин. размер на взводовете
|
rules.rtsminsquadsize = Мин. размер на взводовете
|
||||||
rules.rtsmaxsquadsize = Макс. размер на взводовете
|
rules.rtsmaxsquadsize = Макс. размер на взводовете
|
||||||
rules.rtsminattackweight = Мин. атакуваща тежест
|
rules.rtsminattackweight = Мин. атакуваща тежест
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Изчисти сградите на победения
|
|||||||
rules.corecapture = Завладей ядро при унищожение
|
rules.corecapture = Завладей ядро при унищожение
|
||||||
rules.polygoncoreprotection = Полигонална защита на ядрото
|
rules.polygoncoreprotection = Полигонална защита на ядрото
|
||||||
rules.placerangecheck = Проверка за обхват при поставяне
|
rules.placerangecheck = Проверка за обхват при поставяне
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Безкрайни ресурси за компютъра (Червеният отбор)
|
rules.enemyCheat = Безкрайни ресурси за компютъра (Червеният отбор)
|
||||||
rules.blockhealthmultiplier = Множител на точките живот на блокове
|
rules.blockhealthmultiplier = Множител на точките живот на блокове
|
||||||
rules.blockdamagemultiplier = Множител на щетите на блокове
|
rules.blockdamagemultiplier = Множител на щетите на блокове
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Множител на точките живот н
|
|||||||
rules.unitdamagemultiplier = Множител на щетите на единици
|
rules.unitdamagemultiplier = Множител на щетите на единици
|
||||||
rules.unitcrashdamagemultiplier = Множител на вредата от разбиващи се единици
|
rules.unitcrashdamagemultiplier = Множител на вредата от разбиващи се единици
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Множител на слънчевата енергия
|
rules.solarmultiplier = Множител на слънчевата енергия
|
||||||
rules.unitcapvariable = Ядрата увеличават максималния брой единици
|
rules.unitcapvariable = Ядрата увеличават максималния брой единици
|
||||||
rules.unitpayloadsexplode = Носеният товар експлодира с единицата
|
rules.unitpayloadsexplode = Носеният товар експлодира с единицата
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Действия за строене на единици не са позволени тук.
|
|
||||||
|
|
||||||
lenum.type = Тип сграда/единица\nНапример, за рутер, това ще върне [accent]@router[].\nНе е текст.
|
lenum.type = Тип сграда/единица\nНапример, за рутер, това ще върне [accent]@router[].\nНе е текст.
|
||||||
lenum.shoot = Стреля към позиция.
|
lenum.shoot = Стреля към позиция.
|
||||||
lenum.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
|
lenum.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Estan atacant el nucli! >
|
|||||||
nearpoint = [[ [scarlet]ABANDONEU EL PUNT D’ATERRATGE IMMEDIATAMENT[] ]\nAniquilació imminent
|
nearpoint = [[ [scarlet]ABANDONEU EL PUNT D’ATERRATGE IMMEDIATAMENT[] ]\nAniquilació imminent
|
||||||
database = Base de dades del nucli
|
database = Base de dades del nucli
|
||||||
database.button = Base de dades
|
database.button = Base de dades
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Desa la partida
|
savegame = Desa la partida
|
||||||
loadgame = Carrega una partida
|
loadgame = Carrega una partida
|
||||||
joingame = Uneix-me a una partida
|
joingame = Uneix-me a una partida
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Esteu segur que ho voleu publicar?\n\n[lightgray]Assegureu-vos
|
|||||||
publish.error = S’ha produït un error mentre es publicava l’element: {0}
|
publish.error = S’ha produït un error mentre es publicava l’element: {0}
|
||||||
steam.error = No s’ha pogut inicialitzar els serveis de l’Steam.\nError: {0}
|
steam.error = No s’ha pogut inicialitzar els serveis de l’Steam.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Llavor:
|
editor.seed = Llavor:
|
||||||
editor.cliffs = Converteix els murs en espadats
|
|
||||||
editor.brush = Pinzell
|
editor.brush = Pinzell
|
||||||
editor.openin = Obre a l’editor
|
editor.openin = Obre a l’editor
|
||||||
editor.oregen = Generació de minerals
|
editor.oregen = Generació de minerals
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Regles
|
|||||||
editor.generation = Generació
|
editor.generation = Generació
|
||||||
editor.objectives = Objectius
|
editor.objectives = Objectius
|
||||||
editor.locales = Paquet de traduccions
|
editor.locales = Paquet de traduccions
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Processadors integrats
|
editor.worldprocessors = Processadors integrats
|
||||||
editor.worldprocessors.editname = Edita el nom
|
editor.worldprocessors.editname = Edita el nom
|
||||||
editor.worldprocessors.none = [lightgray]No s’han trobat blocs de processadors integrats!\nAfegiu-ne un a l’editor de mapes o feu servir el botó \ue813 de sota.
|
editor.worldprocessors.none = [lightgray]No s’han trobat blocs de processadors integrats!\nAfegiu-ne un a l’editor de mapes o feu servir el botó \ue813 de sota.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Felicitats.\n\nS’ha derrotat l’enemic de {0}.\n[
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = Ataquen {0}.
|
sectorlist.attacked = Ataquen {0}.
|
||||||
sectors.unexplored = [lightgray]Inexplorat
|
sectors.unexplored = [lightgray]Inexplorat
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Producció:
|
sectors.production = Producció:
|
||||||
sectors.export = Exporta:
|
sectors.export = Exporta:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Onada:
|
|||||||
sectors.stored = Emmagatzemat:
|
sectors.stored = Emmagatzemat:
|
||||||
sectors.resume = Continua
|
sectors.resume = Continua
|
||||||
sectors.launch = Llança
|
sectors.launch = Llança
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecciona
|
sectors.select = Selecciona
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Reanomena el sector
|
|||||||
sectors.enemybase = [scarlet]Base enemiga
|
sectors.enemybase = [scarlet]Base enemiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Ens ataquen! [accent]{0} % danyat
|
sectors.underattack = [scarlet]Ens ataquen! [accent]{0} % danyat
|
||||||
sectors.underattack.nodamage = [scarlet]Sense capturar
|
|
||||||
sectors.survives = [accent]Aguanta {0} onades
|
|
||||||
sectors.go = Vés-hi
|
sectors.go = Vés-hi
|
||||||
sector.abandon = Abandona
|
sector.abandon = Abandona
|
||||||
sector.abandon.confirm = Els nuclis d’aquest sector s’autodestruiran.\nVoleu continuar?
|
sector.abandon.confirm = Els nuclis d’aquest sector s’autodestruiran.\nVoleu continuar?
|
||||||
sector.curcapture = Sector capturat
|
sector.curcapture = Sector capturat
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector perdut
|
sector.curlost = Sector perdut
|
||||||
sector.missingresources = [scarlet]Recursos insuficients al nucli
|
sector.missingresources = [scarlet]Recursos insuficients al nucli
|
||||||
sector.attacked = Ataquen el sector [accent]{0}[white]!
|
sector.attacked = Ataquen el sector [accent]{0}[white]!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = L’enemic ha establert una base en una illa
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Oposats
|
|||||||
stat.powercapacity = Capacitat energètica
|
stat.powercapacity = Capacitat energètica
|
||||||
stat.powershot = Energia/Tret
|
stat.powershot = Energia/Tret
|
||||||
stat.damage = Dany
|
stat.damage = Dany
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Dispara objectius aeris
|
stat.targetsair = Dispara objectius aeris
|
||||||
stat.targetsground = Dispara objectius terrestres
|
stat.targetsground = Dispara objectius terrestres
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Velocitat de moviment
|
stat.itemsmoved = Velocitat de moviment
|
||||||
stat.launchtime = Temps entre llançaments
|
stat.launchtime = Temps entre llançaments
|
||||||
stat.shootrange = Abast
|
stat.shootrange = Abast
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Cadència de tir
|
|||||||
stat.ammo = Munició
|
stat.ammo = Munició
|
||||||
stat.shieldhealth = Salut de l’escut
|
stat.shieldhealth = Salut de l’escut
|
||||||
stat.cooldowntime = Temps de refredament
|
stat.cooldowntime = Temps de refredament
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosivitat
|
stat.explosiveness = Explosivitat
|
||||||
stat.basedeflectchance = Probabilitat base d’evasió
|
stat.basedeflectchance = Probabilitat base d’evasió
|
||||||
stat.lightningchance = Probabilitat de llampegar
|
stat.lightningchance = Probabilitat de llampegar
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] de salut/seg
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] d’escut
|
ability.stat.shield = [stat]{0}[lightgray] d’escut
|
||||||
ability.stat.repairspeed = [stat]{0}/seg[lightgray] de velocitat de reparació
|
ability.stat.repairspeed = [stat]{0}/seg[lightgray] de velocitat de reparació
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] de salut/unitat de líquid
|
ability.stat.slurpheal = [stat]{0}[lightgray] de salut/unitat de líquid
|
||||||
ability.stat.cooldown = [stat]{0} seg[lightgray] de temps de refredament
|
ability.stat.cooldown = [stat]{0} seg[lightgray] de temps de refredament
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] objectius com a màxim
|
ability.stat.maxtargets = [stat]{0}[lightgray] objectius com a màxim
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Refredament del llançament
|
|||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Sortida
|
bar.output = Sortida
|
||||||
bar.strength = [stat]{0}[lightgray]× força
|
bar.strength = [stat]{0}[lightgray]× força
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlat pel processador
|
units.processorcontrol = [lightgray]Controlat pel processador
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = kM
|
unit.billions = kM
|
||||||
unit.shots = dispars
|
unit.shots = dispars
|
||||||
unit.pershot = /dispar
|
unit.pershot = /dispar
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Funció
|
category.purpose = Funció
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Nivell de construcció de la IA
|
|||||||
rules.rtsai = IA avançada (RTS AI)
|
rules.rtsai = IA avançada (RTS AI)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Mida mínima de l’esquadró
|
rules.rtsminsquadsize = Mida mínima de l’esquadró
|
||||||
rules.rtsmaxsquadsize = Mida màxima de l’esquadró
|
rules.rtsmaxsquadsize = Mida màxima de l’esquadró
|
||||||
rules.rtsminattackweight = Pes d’atac mínim
|
rules.rtsminattackweight = Pes d’atac mínim
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Treu els blocs dels equips derrotats (en mode JvsJ)
|
|||||||
rules.corecapture = Captura el nucli en lloc de destruir-lo
|
rules.corecapture = Captura el nucli en lloc de destruir-lo
|
||||||
rules.polygoncoreprotection = Protecció poligonal del nucli
|
rules.polygoncoreprotection = Protecció poligonal del nucli
|
||||||
rules.placerangecheck = Comprova l’abast de construcció
|
rules.placerangecheck = Comprova l’abast de construcció
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Recursos infinits per a la IA (equip vermell)
|
rules.enemyCheat = Recursos infinits per a la IA (equip vermell)
|
||||||
rules.blockhealthmultiplier = Multiplicador de la salut dels blocs
|
rules.blockhealthmultiplier = Multiplicador de la salut dels blocs
|
||||||
rules.blockdamagemultiplier = Multiplicador del dany dels blocs
|
rules.blockdamagemultiplier = Multiplicador del dany dels blocs
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Multiplicador de la salut de les unitats
|
|||||||
rules.unitdamagemultiplier = Multiplicador del dany de les unitats
|
rules.unitdamagemultiplier = Multiplicador del dany de les unitats
|
||||||
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
|
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Multiplicador de l’energia solar
|
rules.solarmultiplier = Multiplicador de l’energia solar
|
||||||
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
||||||
rules.unitpayloadsexplode = Els blocs carregats exploten juntament amb la unitat
|
rules.unitpayloadsexplode = Els blocs carregats exploten juntament amb la unitat
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Nom del jugador del client que executa el codi
|
|||||||
lglobal.@clientTeam = Identificador de l’equip que executa el codi
|
lglobal.@clientTeam = Identificador de l’equip que executa el codi
|
||||||
lglobal.@clientMobile = Cert si el client que executa el codi és un dispositiu mòbil; fals altrament.
|
lglobal.@clientMobile = Cert si el client que executa el codi és un dispositiu mòbil; fals altrament.
|
||||||
|
|
||||||
logic.nounitbuild = [red]Aquí no es permet construir blocs de tipus lògic.
|
|
||||||
|
|
||||||
lenum.type = Tipus del bloc/unitat.\nPer exemple, per a qualsevol encaminador, retornarà [accent]@router[].\nNo retorna una cadena de text.
|
lenum.type = Tipus del bloc/unitat.\nPer exemple, per a qualsevol encaminador, retornarà [accent]@router[].\nNo retorna una cadena de text.
|
||||||
lenum.shoot = Dispara a una posició.
|
lenum.shoot = Dispara a una posició.
|
||||||
lenum.shootp = Dispara a una unitat/bloc tenint en compte la seva velocitat a l’hora d’apuntar.
|
lenum.shootp = Dispara a una unitat/bloc tenint en compte la seva velocitat a l’hora d’apuntar.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Kerne er under angreb! >
|
|||||||
nearpoint = [[ [scarlet]FORLAD INVASIONSZONE OMGÅENDE[] ]\n Fare for udslettelse
|
nearpoint = [[ [scarlet]FORLAD INVASIONSZONE OMGÅENDE[] ]\n Fare for udslettelse
|
||||||
database = Kerne-database
|
database = Kerne-database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Gem spil
|
savegame = Gem spil
|
||||||
loadgame = Hent spil
|
loadgame = Hent spil
|
||||||
joingame = Deltag i spil
|
joingame = Deltag i spil
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Er du sikker på, at du vil offentliggøre dette?\n\n[lightgra
|
|||||||
publish.error = Der skete en fejl ved offentliggørelsen: {0}
|
publish.error = Der skete en fejl ved offentliggørelsen: {0}
|
||||||
steam.error = Kunne ikke etablere Steam-forbindelse.\nFejl: {0}
|
steam.error = Kunne ikke etablere Steam-forbindelse.\nFejl: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Pensel
|
editor.brush = Pensel
|
||||||
editor.openin = Åben i editor
|
editor.openin = Åben i editor
|
||||||
editor.oregen = Malm-generering
|
editor.oregen = Malm-generering
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Regler:
|
|||||||
editor.generation = Generering:
|
editor.generation = Generering:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurser:
|
sectors.resources = Resurser:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Genoptag
|
sectors.resume = Genoptag
|
||||||
sectors.launch = Affyr
|
sectors.launch = Affyr
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Vælg
|
sectors.select = Vælg
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Omdøb sektor
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Power Capacity
|
stat.powercapacity = Power Capacity
|
||||||
stat.powershot = Power/Shot
|
stat.powershot = Power/Shot
|
||||||
stat.damage = Skade
|
stat.damage = Skade
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Skyder flyvere
|
stat.targetsair = Skyder flyvere
|
||||||
stat.targetsground = Skyder fodgængere
|
stat.targetsground = Skyder fodgængere
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Bevægelseshastighed
|
stat.itemsmoved = Bevægelseshastighed
|
||||||
stat.launchtime = Tid mellem affyringer
|
stat.launchtime = Tid mellem affyringer
|
||||||
stat.shootrange = Rækkevidde
|
stat.shootrange = Rækkevidde
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Skud pr. sekund
|
|||||||
stat.ammo = Ammunition
|
stat.ammo = Ammunition
|
||||||
stat.shieldhealth = Skjold-helbred
|
stat.shieldhealth = Skjold-helbred
|
||||||
stat.cooldowntime = Nedkølingstid
|
stat.cooldowntime = Nedkølingstid
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Eksplosivitet
|
stat.explosiveness = Eksplosivitet
|
||||||
stat.basedeflectchance = Grundlæggende reflektions-chance
|
stat.basedeflectchance = Grundlæggende reflektions-chance
|
||||||
stat.lightningchance = Lyn-chance
|
stat.lightningchance = Lyn-chance
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor kontrolleret
|
units.processorcontrol = [lightgray]Processor kontrolleret
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mio
|
|||||||
unit.billions = mia
|
unit.billions = mia
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Generel
|
category.general = Generel
|
||||||
category.power = Strøm
|
category.power = Strøm
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Uendelig AI (rødt hold) resurser.
|
rules.enemyCheat = Uendelig AI (rødt hold) resurser.
|
||||||
rules.blockhealthmultiplier = Blok-helbreds-forstærker.
|
rules.blockhealthmultiplier = Blok-helbreds-forstærker.
|
||||||
rules.blockdamagemultiplier = Blok-skade-forstærker.
|
rules.blockdamagemultiplier = Blok-skade-forstærker.
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Enheds-helbreds-forstærker
|
|||||||
rules.unitdamagemultiplier = Enheds-skade-forstærker
|
rules.unitdamagemultiplier = Enheds-skade-forstærker
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Der Kern wird angegriffen! >
|
|||||||
nearpoint = [[ [scarlet]SOFORT DEN SPAWNPUNKT VERLASSEN[] ]\nVernichtung droht
|
nearpoint = [[ [scarlet]SOFORT DEN SPAWNPUNKT VERLASSEN[] ]\nVernichtung droht
|
||||||
database = Kern-Datenbank
|
database = Kern-Datenbank
|
||||||
database.button = Datenbank
|
database.button = Datenbank
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Spiel speichern
|
savegame = Spiel speichern
|
||||||
loadgame = Spiel laden
|
loadgame = Spiel laden
|
||||||
joingame = Spiel beitreten
|
joingame = Spiel beitreten
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Willst du das wirklich veröffentlichen?\n\n[lightgray]Vergewi
|
|||||||
publish.error = Fehler beim Veröffentlichen des Objekts: {0}
|
publish.error = Fehler beim Veröffentlichen des Objekts: {0}
|
||||||
steam.error = Fehler beim Laden der Steam-Dienste.\nError: {0}
|
steam.error = Fehler beim Laden der Steam-Dienste.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Wände zu Klippen
|
|
||||||
editor.brush = Pinsel
|
editor.brush = Pinsel
|
||||||
editor.openin = Öffne im Editor
|
editor.openin = Öffne im Editor
|
||||||
editor.oregen = Erze generieren
|
editor.oregen = Erze generieren
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Regeln
|
|||||||
editor.generation = Generator
|
editor.generation = Generator
|
||||||
editor.objectives = Ziele
|
editor.objectives = Ziele
|
||||||
editor.locales = Sprach-Bundle
|
editor.locales = Sprach-Bundle
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Weltprozessoren
|
editor.worldprocessors = Weltprozessoren
|
||||||
editor.worldprocessors.editname = Name bearbeiten
|
editor.worldprocessors.editname = Name bearbeiten
|
||||||
editor.worldprocessors.none = [lightgray]Keine Weltprozessor-Blöcke gefunden!\nFüge einen im Karteneditor hinzu oder benutze den \ue813 Hinzufügen-Button unten.
|
editor.worldprocessors.none = [lightgray]Keine Weltprozessor-Blöcke gefunden!\nFüge einen im Karteneditor hinzu oder benutze den \ue813 Hinzufügen-Button unten.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Glückwunsch.\n\nDer Gegner auf {0} ist besiegt word
|
|||||||
sectorlist = Sektoren
|
sectorlist = Sektoren
|
||||||
sectorlist.attacked = {0} wird angegriffen
|
sectorlist.attacked = {0} wird angegriffen
|
||||||
sectors.unexplored = [lightgray]Unentdeckt
|
sectors.unexplored = [lightgray]Unentdeckt
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ressourcen:
|
sectors.resources = Ressourcen:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Welle:
|
|||||||
sectors.stored = Gelagert:
|
sectors.stored = Gelagert:
|
||||||
sectors.resume = Weiterspielen
|
sectors.resume = Weiterspielen
|
||||||
sectors.launch = Start
|
sectors.launch = Start
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Auswählen
|
sectors.select = Auswählen
|
||||||
sectors.launchselect = Ziel auswählen
|
sectors.launchselect = Ziel auswählen
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Sektor umbenennen
|
|||||||
sectors.enemybase = [scarlet]Gegnerische Basis
|
sectors.enemybase = [scarlet]Gegnerische Basis
|
||||||
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
||||||
sectors.underattack = [scarlet]Wird angegriffen! [accent]{0}% geschädigt
|
sectors.underattack = [scarlet]Wird angegriffen! [accent]{0}% geschädigt
|
||||||
sectors.underattack.nodamage = [scarlet]Unerobert
|
|
||||||
sectors.survives = [accent]Kann {0} Wellen überleben
|
|
||||||
sectors.go = Hingehen
|
sectors.go = Hingehen
|
||||||
sector.abandon = Aufgeben
|
sector.abandon = Aufgeben
|
||||||
sector.abandon.confirm = Kern(e) von diesem Sektor werden sich selbst zerstören.\nWeiter?
|
sector.abandon.confirm = Kern(e) von diesem Sektor werden sich selbst zerstören.\nWeiter?
|
||||||
sector.curcapture = Sektor erfolgreich erobert
|
sector.curcapture = Sektor erfolgreich erobert
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor verloren
|
sector.curlost = Sektor verloren
|
||||||
sector.missingresources = [scarlet]Fehlende Kernressourcen
|
sector.missingresources = [scarlet]Fehlende Kernressourcen
|
||||||
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Hafen
|
|||||||
sector.weatheredChannels.name = Verwitterte Kanäle
|
sector.weatheredChannels.name = Verwitterte Kanäle
|
||||||
sector.mycelialBastion.name = Myzel-Festung
|
sector.mycelialBastion.name = Myzel-Festung
|
||||||
sector.frontier.name = Frontlinie
|
sector.frontier.name = Frontlinie
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Der Gegner hat auf einer abgelegenen, von Nat
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Gegenteile
|
|||||||
stat.powercapacity = Kapazität
|
stat.powercapacity = Kapazität
|
||||||
stat.powershot = Stromverbrauch/Schuss
|
stat.powershot = Stromverbrauch/Schuss
|
||||||
stat.damage = Schaden
|
stat.damage = Schaden
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Visiert Lufteinheiten an
|
stat.targetsair = Visiert Lufteinheiten an
|
||||||
stat.targetsground = Visiert Bodeneinheiten an
|
stat.targetsground = Visiert Bodeneinheiten an
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Bewegungsgeschwindigkeit
|
stat.itemsmoved = Bewegungsgeschwindigkeit
|
||||||
stat.launchtime = Zeit zwischen Starts
|
stat.launchtime = Zeit zwischen Starts
|
||||||
stat.shootrange = Reichweite
|
stat.shootrange = Reichweite
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Schussrate
|
|||||||
stat.ammo = Munition
|
stat.ammo = Munition
|
||||||
stat.shieldhealth = Schildlebenspunkte
|
stat.shieldhealth = Schildlebenspunkte
|
||||||
stat.cooldowntime = Cooldown-Zeit
|
stat.cooldowntime = Cooldown-Zeit
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Sprengkraft
|
stat.explosiveness = Sprengkraft
|
||||||
stat.basedeflectchance = Grundreflektionschance
|
stat.basedeflectchance = Grundreflektionschance
|
||||||
stat.lightningchance = Blitzwahrscheinlichkeit
|
stat.lightningchance = Blitzwahrscheinlichkeit
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] Lebenspunkte/sek
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] Schild
|
ability.stat.shield = [stat]{0}[lightgray] Schild
|
||||||
ability.stat.repairspeed = [stat]{0}/sek[lightgray] Repariergeschwindigkeit
|
ability.stat.repairspeed = [stat]{0}/sek[lightgray] Repariergeschwindigkeit
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] Lebenspunkte/Flüssigkeitseinheit
|
ability.stat.slurpheal = [stat]{0}[lightgray] Lebenspunkte/Flüssigkeitseinheit
|
||||||
ability.stat.cooldown = [stat]{0} sek[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sek[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max Ziele
|
ability.stat.maxtargets = [stat]{0}[lightgray] max Ziele
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Start-Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x Stärke
|
bar.strength = [stat]{0}[lightgray]x Stärke
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Prozessorgesteuert
|
units.processorcontrol = [lightgray]Prozessorgesteuert
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = Mio
|
|||||||
unit.billions = Mrd
|
unit.billions = Mrd
|
||||||
unit.shots = Schuss
|
unit.shots = Schuss
|
||||||
unit.pershot = /Schuss
|
unit.pershot = /Schuss
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Beschreibung
|
category.purpose = Beschreibung
|
||||||
category.general = Allgemeines
|
category.general = Allgemeines
|
||||||
category.power = Strom
|
category.power = Strom
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Bau-KI-Tier
|
|||||||
rules.rtsai = RTS KI [red](unfertig)
|
rules.rtsai = RTS KI [red](unfertig)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min. Squadgröße
|
rules.rtsminsquadsize = Min. Squadgröße
|
||||||
rules.rtsmaxsquadsize = Max. Squadgröße
|
rules.rtsmaxsquadsize = Max. Squadgröße
|
||||||
rules.rtsminattackweight = Min. Angriffsgröße
|
rules.rtsminattackweight = Min. Angriffsgröße
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Blöcke von erorberten Teams zerstören (PvP)
|
|||||||
rules.corecapture = Kern nach Zerstörung einnehmen
|
rules.corecapture = Kern nach Zerstörung einnehmen
|
||||||
rules.polygoncoreprotection = Polygonaler Kernschutz
|
rules.polygoncoreprotection = Polygonaler Kernschutz
|
||||||
rules.placerangecheck = Platzierungsweitenkontrolle
|
rules.placerangecheck = Platzierungsweitenkontrolle
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Unbegrenzte gegnerische Ressourcen
|
rules.enemyCheat = Unbegrenzte gegnerische Ressourcen
|
||||||
rules.blockhealthmultiplier = Block-Lebenspunkte-Multiplikator
|
rules.blockhealthmultiplier = Block-Lebenspunkte-Multiplikator
|
||||||
rules.blockdamagemultiplier = Block-Schaden-Multiplikator
|
rules.blockdamagemultiplier = Block-Schaden-Multiplikator
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Einheit-Lebenspunkte-Multiplikator
|
|||||||
rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
||||||
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solarstrom-Multiplikator
|
rules.solarmultiplier = Solarstrom-Multiplikator
|
||||||
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2090,12 +2120,12 @@ gz.drills = Erweitere den Bergbau.\nBaue mehr mechanische Bohrer.\nBaue 100 Kupf
|
|||||||
gz.lead = :lead: [accent]Blei[] ist ein anderer wichtiger Rohstoff.\nBaue Bohrer, um Blei abzubauen.
|
gz.lead = :lead: [accent]Blei[] ist ein anderer wichtiger Rohstoff.\nBaue Bohrer, um Blei abzubauen.
|
||||||
gz.moveup = :up: Bewege dich weiter nach oben, um weitere Ziele zu erhalten.
|
gz.moveup = :up: Bewege dich weiter nach oben, um weitere Ziele zu erhalten.
|
||||||
gz.turrets = Erforsche und platziere 2 :duo: [accent]Doppelgeschütze[], um den Kern zu beschützen.\nDoppelgeschütze benötigen \uf838 [accent]Munition[] von Förderbändern.
|
gz.turrets = Erforsche und platziere 2 :duo: [accent]Doppelgeschütze[], um den Kern zu beschützen.\nDoppelgeschütze benötigen \uf838 [accent]Munition[] von Förderbändern.
|
||||||
gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
|
gz.duoammo = Versorge die Doppelgeschütze mit :copper: [accent]Kupfererz[], indem du Förderbänder verwendest.
|
||||||
gz.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :copper-wall: [accent]Kufpermauern[] um die Geschütze.
|
gz.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :copper-wall: [accent]Kufpermauern[] um die Geschütze.
|
||||||
gz.defend = Feinde kommen bald, bereite dich vor.
|
gz.defend = Feinde kommen bald, bereite dich vor.
|
||||||
gz.aa = Fliegende Einheiten können nicht leicht von normalen Geschützen bekämpft werden.\n:scatter: [accent]Luftgeschütze[] können dies deutlich besser, benötigen aber :lead: [accent]Blei[] als Munition.
|
gz.aa = Fliegende Einheiten können nicht leicht von normalen Geschützen bekämpft werden.\n:scatter: [accent]Luftgeschütze[] können dies deutlich besser, benötigen aber :lead: [accent]Blei[] als Munition.
|
||||||
gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
|
gz.scatterammo = Versorge die Luftgeschütze mit :lead: [accent]Blei[], indem du Förderbänder verwendest.
|
||||||
gz.supplyturret = [accent]Supply Turret
|
gz.supplyturret = [accent]Versorgungsturm
|
||||||
gz.zone1 = Dies ist die feindliche Drop-Zone.
|
gz.zone1 = Dies ist die feindliche Drop-Zone.
|
||||||
gz.zone2 = Alle Blöcke in der Zone werden zerstört, wenn eine Welle kommt.
|
gz.zone2 = Alle Blöcke in der Zone werden zerstört, wenn eine Welle kommt.
|
||||||
gz.zone3 = Jetzt kommt eine Welle.\nBereite dich vor.
|
gz.zone3 = Jetzt kommt eine Welle.\nBereite dich vor.
|
||||||
@@ -2119,13 +2149,13 @@ onset.turrets = Einheiten sind effektiv, aber [accent]Geschütze[] sind beim Ver
|
|||||||
onset.turretammo = Versorge das Geschütz mit [accent]Berylliummunition[].
|
onset.turretammo = Versorge das Geschütz mit [accent]Berylliummunition[].
|
||||||
onset.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :beryllium-wall: [accent]Berylliummauern[] um die Geschütze.
|
onset.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :beryllium-wall: [accent]Berylliummauern[] um die Geschütze.
|
||||||
onset.enemies = Feinde kommen bald, bereite dich vor.
|
onset.enemies = Feinde kommen bald, bereite dich vor.
|
||||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
onset.defenses = [accent]Baue eine Verteidigung auf:[lightgray] {0}
|
||||||
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
||||||
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen :core-bastion: Kern.
|
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen :core-bastion: Kern.
|
||||||
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Halte die [accent]Umschalttaste[] gedrückt, um den [accent]Befehlsmodus[] aufzurufen.\n[accent]Klicke mit der linken Maustaste und ziehe[], um Einheiten auszuwählen.\n[accent]Klicke mit der rechten Maustaste[], um ausgewählten Einheiten zu befehlen, sich zu bewegen oder anzugreifen.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Drücke die [accent]Befehlstaste[], um den [accent]Befehlsmodus[] aufzurufen. Halte einen Finger gedrückt und [accent]ziehe[] dann, um Einheiten auszuwählen. [accent]Tippe[], um ausgewählten Einheiten zu befehlen, sich zu bewegen oder anzugreifen.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Wolfram kann mit einem [accent]Schlagbohrer[] abgebaut werden.\nDiese Struktur benötigt [accent]Wasser[] und [accent]Strom[].
|
||||||
|
|
||||||
split.pickup = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Default-Tasten für Aufhaben und Fallenlassen sind [ und ] )
|
split.pickup = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Default-Tasten für Aufhaben und Fallenlassen sind [ und ] )
|
||||||
split.pickup.mobile = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Um etwas aufzuheben oder fallenzulassen, tippe lange drauf.)
|
split.pickup.mobile = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Um etwas aufzuheben oder fallenzulassen, tippe lange drauf.)
|
||||||
@@ -2357,7 +2387,7 @@ block.small-heat-redirector.description = Redirects accumulated heat to other bl
|
|||||||
block.heat-router.description = Verteilt angesammelte Hitze auf die 3 anderen Seiten.
|
block.heat-router.description = Verteilt angesammelte Hitze auf die 3 anderen Seiten.
|
||||||
block.electrolyzer.description = Spaltet Wasser in Wasserstoff und Ozon.
|
block.electrolyzer.description = Spaltet Wasser in Wasserstoff und Ozon.
|
||||||
block.atmospheric-concentrator.description = Sammelt Stickstoff aus der Atmosphäre. Benötigt Hitze.
|
block.atmospheric-concentrator.description = Sammelt Stickstoff aus der Atmosphäre. Benötigt Hitze.
|
||||||
block.surge-crucible.description = Formt Spannungslegierung ais Schlacke und Silizium. Benötigt Hitze.
|
block.surge-crucible.description = Formt Spannungslegierung aus Schlacke und Silizium. Benötigt Hitze.
|
||||||
block.phase-synthesizer.description = Synthetisiert Phasengewebe aus Thorium, Sand und Ozon. Benötigt Hitze.
|
block.phase-synthesizer.description = Synthetisiert Phasengewebe aus Thorium, Sand und Ozon. Benötigt Hitze.
|
||||||
block.carbide-crucible.description = Verschmilzt Graphit und Wolfram zu Karbid. Benötigt Hitze.
|
block.carbide-crucible.description = Verschmilzt Graphit und Wolfram zu Karbid. Benötigt Hitze.
|
||||||
block.cyanogen-synthesizer.description = Synthetisiert Cyanogen aus Arkyzit und Graphit. Benötigt Hitze.
|
block.cyanogen-synthesizer.description = Synthetisiert Cyanogen aus Arkyzit und Graphit. Benötigt Hitze.
|
||||||
@@ -2366,7 +2396,7 @@ block.vent-condenser.description = Kondensiert Schlotgase zu Wasser. Verbraucht
|
|||||||
block.plasma-bore.description = Baut unbefristet Erze aus einer Erzwand ab. Erfordert kleine Mengen an Strom.\nVerwendet optional Wasserstoff, um die Effizienz zu steigern.
|
block.plasma-bore.description = Baut unbefristet Erze aus einer Erzwand ab. Erfordert kleine Mengen an Strom.\nVerwendet optional Wasserstoff, um die Effizienz zu steigern.
|
||||||
block.large-plasma-bore.description = Ein größerer Plasmabohrer. Kann Wolfram und Thorium abbauen. Benötigt Wasserstoff und Strom.\nVerwendet optional Stickstoff, um die Effizienz zu steigern.
|
block.large-plasma-bore.description = Ein größerer Plasmabohrer. Kann Wolfram und Thorium abbauen. Benötigt Wasserstoff und Strom.\nVerwendet optional Stickstoff, um die Effizienz zu steigern.
|
||||||
block.cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom. Effizienz variiert je nach Wandart.
|
block.cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom. Effizienz variiert je nach Wandart.
|
||||||
block.large-cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom und Ozon. Effizienz variiert je nach Wandart. Optional wird Wolfram verbraucht um die Effizienz zu steigern.
|
block.large-cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom und Ozon. Effizienz variiert je nach Wandart. Optional wird Graphit verbraucht um die Effizienz zu steigern.
|
||||||
block.impact-drill.description = Baut durchgehend Erze in Schüben aus dem Boden ab. Benötigt Strom und Wasser.
|
block.impact-drill.description = Baut durchgehend Erze in Schüben aus dem Boden ab. Benötigt Strom und Wasser.
|
||||||
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
||||||
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Spielername des Clients, der diesen Code ausführt
|
|||||||
lglobal.@clientTeam = Team ID des Clients, der diesen Code ausführt
|
lglobal.@clientTeam = Team ID des Clients, der diesen Code ausführt
|
||||||
lglobal.@clientMobile = true, wenn der Client ein Mobilgerät ist, sonst false
|
lglobal.@clientMobile = true, wenn der Client ein Mobilgerät ist, sonst false
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt.
|
|
||||||
|
|
||||||
lenum.type = Englischer Name eines Blocks / einer Einheit. Ein Verteiler gibt [accent]@router[] wieder.\nKein string.
|
lenum.type = Englischer Name eines Blocks / einer Einheit. Ein Verteiler gibt [accent]@router[] wieder.\nKein string.
|
||||||
lenum.shoot = Schießt auf eine Position.
|
lenum.shoot = Schießt auf eine Position.
|
||||||
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
|
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Tuum on rünnaku all! >
|
|||||||
nearpoint = [[ [scarlet]LAHKU KOHESELT MAANDUMISPLATSILT[] ]\nVaenlaste maandumisel hävib siin kõik.
|
nearpoint = [[ [scarlet]LAHKU KOHESELT MAANDUMISPLATSILT[] ]\nVaenlaste maandumisel hävib siin kõik.
|
||||||
database = Tuumandmebaas
|
database = Tuumandmebaas
|
||||||
database.button = Andmebaas
|
database.button = Andmebaas
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvesta Mäng
|
savegame = Salvesta Mäng
|
||||||
loadgame = Lae Mäng
|
loadgame = Lae Mäng
|
||||||
joingame = Liitu Mänguga
|
joingame = Liitu Mänguga
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Pintsel
|
editor.brush = Pintsel
|
||||||
editor.openin = Ava redaktoris
|
editor.openin = Ava redaktoris
|
||||||
editor.oregen = Maakide genereerimine
|
editor.oregen = Maakide genereerimine
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Reeglid:
|
|||||||
editor.generation = Genereerimine:
|
editor.generation = Genereerimine:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Energiamahtuvus
|
stat.powercapacity = Energiamahtuvus
|
||||||
stat.powershot = Energia ühikut/lasu kohta
|
stat.powershot = Energia ühikut/lasu kohta
|
||||||
stat.damage = Hävituspunkte
|
stat.damage = Hävituspunkte
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Sihib õhku
|
stat.targetsair = Sihib õhku
|
||||||
stat.targetsground = Sihib maapinnale
|
stat.targetsground = Sihib maapinnale
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Transportimise kiirus
|
stat.itemsmoved = Transportimise kiirus
|
||||||
stat.launchtime = Aeg lendutõusude vahel
|
stat.launchtime = Aeg lendutõusude vahel
|
||||||
stat.shootrange = Ulatus
|
stat.shootrange = Ulatus
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Lasku/s
|
|||||||
stat.ammo = Laskemoon
|
stat.ammo = Laskemoon
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Üldinfo
|
category.general = Üldinfo
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = [scarlet]Vaenlastel[] on lõputult ressursse
|
rules.enemyCheat = [scarlet]Vaenlastel[] on lõputult ressursse
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Väeüksuste elude kordaja
|
|||||||
rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Muina erasopean dago! >
|
|||||||
nearpoint = [[ [scarlet]ATERA ERRUNTZE EREMUTIK ATOAN[] ]\nDeuseztapena berehalakoa
|
nearpoint = [[ [scarlet]ATERA ERRUNTZE EREMUTIK ATOAN[] ]\nDeuseztapena berehalakoa
|
||||||
database = Muinaren datu-basea
|
database = Muinaren datu-basea
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Gorde partida
|
savegame = Gorde partida
|
||||||
loadgame = Kargatu partida
|
loadgame = Kargatu partida
|
||||||
joingame = Batu partidara
|
joingame = Batu partidara
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Ziur hau argitaratu nahi duzula?\n\n[lightgray]Egiaztatu taile
|
|||||||
publish.error = Errorea elementua argitaratzean: {0}
|
publish.error = Errorea elementua argitaratzean: {0}
|
||||||
steam.error = Huts egin du Steam zerbitzuak hasieratzean.\nErrorea: {0}
|
steam.error = Huts egin du Steam zerbitzuak hasieratzean.\nErrorea: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Brotxa
|
editor.brush = Brotxa
|
||||||
editor.openin = Ireki editorean
|
editor.openin = Ireki editorean
|
||||||
editor.oregen = Mea sorrera
|
editor.oregen = Mea sorrera
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Arauak:
|
|||||||
editor.generation = Sorrarazi:
|
editor.generation = Sorrarazi:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Energia-edukiera
|
stat.powercapacity = Energia-edukiera
|
||||||
stat.powershot = Energia/tiroko
|
stat.powershot = Energia/tiroko
|
||||||
stat.damage = Kaltea
|
stat.damage = Kaltea
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Airera tirokatzen du
|
stat.targetsair = Airera tirokatzen du
|
||||||
stat.targetsground = Lurrera tirokatzen du
|
stat.targetsground = Lurrera tirokatzen du
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Garraio-abiadura
|
stat.itemsmoved = Garraio-abiadura
|
||||||
stat.launchtime = Egozketen arteko denbora
|
stat.launchtime = Egozketen arteko denbora
|
||||||
stat.shootrange = Irismena
|
stat.shootrange = Irismena
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Tiroak/segundoko
|
|||||||
stat.ammo = Munizioa
|
stat.ammo = Munizioa
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Orokorra
|
category.general = Orokorra
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = IA-k (talde gorriak) baliabide amaigabeak ditu
|
rules.enemyCheat = IA-k (talde gorriak) baliabide amaigabeak ditu
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Unitateen osasun-biderkatzailea
|
|||||||
rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea
|
rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ytimeen hyökätään! >
|
|||||||
nearpoint = [[ [scarlet]POISTU VIHOLLISEN PUDOTUSPISTEELTÄ VÄLITTÖMÄSTI[]\nvälitön tuhoutuminen
|
nearpoint = [[ [scarlet]POISTU VIHOLLISEN PUDOTUSPISTEELTÄ VÄLITTÖMÄSTI[]\nvälitön tuhoutuminen
|
||||||
database = Ytimen tietokanta
|
database = Ytimen tietokanta
|
||||||
database.button = Tietokanta
|
database.button = Tietokanta
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Tallenna peli
|
savegame = Tallenna peli
|
||||||
loadgame = Lataa peli
|
loadgame = Lataa peli
|
||||||
joingame = Liity peliin
|
joingame = Liity peliin
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Oletko varma, että haluat julkaista tämän?\n\n[lightgray]Va
|
|||||||
publish.error = Virhe julkaisussa: {0}
|
publish.error = Virhe julkaisussa: {0}
|
||||||
steam.error = Steam-palveluiden initialisointi epäonnistui.\nVirhe: {0}
|
steam.error = Steam-palveluiden initialisointi epäonnistui.\nVirhe: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeetta:
|
editor.planet = Planeetta:
|
||||||
editor.sector = Sektori:
|
editor.sector = Sektori:
|
||||||
editor.seed = Siemen:
|
editor.seed = Siemen:
|
||||||
editor.cliffs = Muuta seinät kallioiksi
|
|
||||||
editor.brush = Sivellin
|
editor.brush = Sivellin
|
||||||
editor.openin = Avaa editorissa
|
editor.openin = Avaa editorissa
|
||||||
editor.oregen = Malmien generaatio
|
editor.oregen = Malmien generaatio
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Säännöt:
|
|||||||
editor.generation = Generaatio:
|
editor.generation = Generaatio:
|
||||||
editor.objectives = Tehtävät
|
editor.objectives = Tehtävät
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sektorit
|
sectorlist = Sektorit
|
||||||
sectorlist.attacked = {0} on hyökkäyksen kohteena
|
sectorlist.attacked = {0} on hyökkäyksen kohteena
|
||||||
sectors.unexplored = [lightgray]Tutkimaton
|
sectors.unexplored = [lightgray]Tutkimaton
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurssit:
|
sectors.resources = Resurssit:
|
||||||
sectors.production = Produktio:
|
sectors.production = Produktio:
|
||||||
sectors.export = Vienti:
|
sectors.export = Vienti:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Taso:
|
|||||||
sectors.stored = Säilötty:
|
sectors.stored = Säilötty:
|
||||||
sectors.resume = Jatka
|
sectors.resume = Jatka
|
||||||
sectors.launch = Laukaise
|
sectors.launch = Laukaise
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Valitse
|
sectors.select = Valitse
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Nimeä sektori
|
|||||||
sectors.enemybase = [scarlet]Vihollistukikohta
|
sectors.enemybase = [scarlet]Vihollistukikohta
|
||||||
sectors.vulnerable = [scarlet]Haavoittuvainen
|
sectors.vulnerable = [scarlet]Haavoittuvainen
|
||||||
sectors.underattack = [scarlet]Hyökkäyksen kohteena! [accent]{0}% vahingoittunut
|
sectors.underattack = [scarlet]Hyökkäyksen kohteena! [accent]{0}% vahingoittunut
|
||||||
sectors.underattack.nodamage = [scarlet]Valtaamaton
|
|
||||||
sectors.survives = [accent]Selviytyy {0} tasoa
|
|
||||||
sectors.go = Siirry
|
sectors.go = Siirry
|
||||||
sector.abandon = Hylkää
|
sector.abandon = Hylkää
|
||||||
sector.abandon.confirm = Tämän sektorin kaikki ytimet aktivoivat itsetuhon.\nJatka?
|
sector.abandon.confirm = Tämän sektorin kaikki ytimet aktivoivat itsetuhon.\nJatka?
|
||||||
sector.curcapture = Sektori vallattu
|
sector.curcapture = Sektori vallattu
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektori menetetty
|
sector.curlost = Sektori menetetty
|
||||||
sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
||||||
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Vihollinen on perustanut tukikohdan syrjäise
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Heikentävät tekijät
|
|||||||
stat.powercapacity = Energiakapasiteetti
|
stat.powercapacity = Energiakapasiteetti
|
||||||
stat.powershot = Energiaa/Ammus
|
stat.powershot = Energiaa/Ammus
|
||||||
stat.damage = Vahinko
|
stat.damage = Vahinko
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Hyökkää ilmaan
|
stat.targetsair = Hyökkää ilmaan
|
||||||
stat.targetsground = Hyökkää maahan
|
stat.targetsground = Hyökkää maahan
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Liikkumisnopeus
|
stat.itemsmoved = Liikkumisnopeus
|
||||||
stat.launchtime = Aika laukaisujen välillä
|
stat.launchtime = Aika laukaisujen välillä
|
||||||
stat.shootrange = Kantama
|
stat.shootrange = Kantama
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Ammusta/sekunnissa
|
|||||||
stat.ammo = Ammus
|
stat.ammo = Ammus
|
||||||
stat.shieldhealth = Kilven elämäpisteet
|
stat.shieldhealth = Kilven elämäpisteet
|
||||||
stat.cooldowntime = Jäähtymisaika
|
stat.cooldowntime = Jäähtymisaika
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Räjähdysherkkyys
|
stat.explosiveness = Räjähdysherkkyys
|
||||||
stat.basedeflectchance = Perustorjuntatodennäköisyys
|
stat.basedeflectchance = Perustorjuntatodennäköisyys
|
||||||
stat.lightningchance = Salamointitodennäköisyys
|
stat.lightningchance = Salamointitodennäköisyys
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Laukaisun latausaika
|
|||||||
bar.input = Sisääntulo
|
bar.input = Sisääntulo
|
||||||
bar.output = Ulostulo
|
bar.output = Ulostulo
|
||||||
bar.strength = [stat]{0}[lightgray]x voimakkuus
|
bar.strength = [stat]{0}[lightgray]x voimakkuus
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Prosessorin hallitsema
|
units.processorcontrol = [lightgray]Prosessorin hallitsema
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = milj
|
|||||||
unit.billions = mrd
|
unit.billions = mrd
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /laukaisu
|
unit.pershot = /laukaisu
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Tarkoitus
|
category.purpose = Tarkoitus
|
||||||
category.general = Yleinen
|
category.general = Yleinen
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min. hyökkäysjoukon koko
|
rules.rtsminsquadsize = Min. hyökkäysjoukon koko
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min. hyökkäyksen paino
|
rules.rtsminattackweight = Min. hyökkäyksen paino
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Siivoa voitettujen joukkueiden rakennukset (PvP)
|
|||||||
rules.corecapture = Valtaa ydin sen tuhoutuessa
|
rules.corecapture = Valtaa ydin sen tuhoutuessa
|
||||||
rules.polygoncoreprotection = Monikulmainen ytimen suoja-alue
|
rules.polygoncoreprotection = Monikulmainen ytimen suoja-alue
|
||||||
rules.placerangecheck = Tarkista asetuskantama
|
rules.placerangecheck = Tarkista asetuskantama
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Loputtomat AI:n (punaisen joukkueen) resurssit
|
rules.enemyCheat = Loputtomat AI:n (punaisen joukkueen) resurssit
|
||||||
rules.blockhealthmultiplier = Palikkojen elämäpistekerroin
|
rules.blockhealthmultiplier = Palikkojen elämäpistekerroin
|
||||||
rules.blockdamagemultiplier = Palikkojen vahinkokerroin
|
rules.blockdamagemultiplier = Palikkojen vahinkokerroin
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Yksikköjen elämäpistekerroin
|
|||||||
rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Aurinkovoimakerroin
|
rules.solarmultiplier = Aurinkovoimakerroin
|
||||||
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa.
|
|
||||||
|
|
||||||
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
|
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
|
||||||
lenum.shoot = Ammu tiettyä sijaintia.
|
lenum.shoot = Ammu tiettyä sijaintia.
|
||||||
lenum.shootp = Ammu yksikköä/rakennusta nopeudenennustus päällä.
|
lenum.shootp = Ammu yksikköä/rakennusta nopeudenennustus päällä.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ang core ay inaatake! >
|
|||||||
nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\nmamamatay ka...
|
nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\nmamamatay ka...
|
||||||
database = Talaan ng Core
|
database = Talaan ng Core
|
||||||
database.button = Talaan
|
database.button = Talaan
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Ibago ang Laro
|
savegame = Ibago ang Laro
|
||||||
loadgame = Ibukas ang Laro
|
loadgame = Ibukas ang Laro
|
||||||
joingame = Sumali sa Laro
|
joingame = Sumali sa Laro
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Sigurado ka bang gusto mong i-publish ang mapang ito?\n\n[ligh
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Brush
|
editor.brush = Brush
|
||||||
editor.openin = I-Open sa Editor
|
editor.openin = I-Open sa Editor
|
||||||
editor.oregen = Ore Generation
|
editor.oregen = Ore Generation
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Mga Alintuntunin:
|
|||||||
editor.generation = Pagbuo:
|
editor.generation = Pagbuo:
|
||||||
editor.objectives = Mga Gawain
|
editor.objectives = Mga Gawain
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Proseso ng Map
|
editor.worldprocessors = Proseso ng Map
|
||||||
editor.worldprocessors.editname = Iedit ang pangalan
|
editor.worldprocessors.editname = Iedit ang pangalan
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Mga Sektor
|
sectorlist = Mga Sektor
|
||||||
sectorlist.attacked = {0} ay inaatake
|
sectorlist.attacked = {0} ay inaatake
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Produksyon:
|
sectors.production = Produksyon:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Mga Waves:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = I-Launch
|
sectors.launch = I-Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = I-Select
|
sectors.select = I-Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Palitan ang pangalan ng Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Punta
|
sectors.go = Punta
|
||||||
sector.abandon = Abandonahin
|
sector.abandon = Abandonahin
|
||||||
sector.abandon.confirm = Ang core (o mga core) sa sector ay mag se-self-destruct.\nSigurado ka?
|
sector.abandon.confirm = Ang core (o mga core) sa sector ay mag se-self-destruct.\nSigurado ka?
|
||||||
sector.curcapture = Nai-capture ang sector
|
sector.curcapture = Nai-capture ang sector
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Nawala ang sector
|
sector.curlost = Nawala ang sector
|
||||||
sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
||||||
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Kabaligtaran
|
|||||||
stat.powercapacity = Kapasidad ng Kuryente
|
stat.powercapacity = Kapasidad ng Kuryente
|
||||||
stat.powershot = Kuryente/Putok
|
stat.powershot = Kuryente/Putok
|
||||||
stat.damage = Pinsala
|
stat.damage = Pinsala
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Tinatarget ng mga Air
|
stat.targetsair = Tinatarget ng mga Air
|
||||||
stat.targetsground = Tinatarget ng mga Ground
|
stat.targetsground = Tinatarget ng mga Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Bilis ng Pag-galaw
|
stat.itemsmoved = Bilis ng Pag-galaw
|
||||||
stat.launchtime = Oras sa pagitan ng mga launches
|
stat.launchtime = Oras sa pagitan ng mga launches
|
||||||
stat.shootrange = Saklaw
|
stat.shootrange = Saklaw
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Putok/Segundo
|
|||||||
stat.ammo = Mga Bala
|
stat.ammo = Mga Bala
|
||||||
stat.shieldhealth = Health ng Kalasag
|
stat.shieldhealth = Health ng Kalasag
|
||||||
stat.cooldowntime = Oras ng Cooldown
|
stat.cooldowntime = Oras ng Cooldown
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Pagkasabog
|
stat.explosiveness = Pagkasabog
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Pagkakataon ng Lightning
|
stat.lightningchance = Pagkakataon ng Lightning
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max ng mga target
|
ability.stat.maxtargets = [stat]{0}[lightgray] max ng mga target
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = bil
|
unit.billions = bil
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Ang Purpose
|
category.purpose = Ang Purpose
|
||||||
category.general = Pangkalahatan
|
category.general = Pangkalahatan
|
||||||
category.power = Kuryente
|
category.power = Kuryente
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = Sa mapang attake, ginagawa gina grupo ang mga unit at inaatake ang player bases sa mas-maraming matalinong na manner.
|
rules.rtsai.campaign.info = Sa mapang attake, ginagawa gina grupo ang mga unit at inaatake ang player bases sa mas-maraming matalinong na manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Pinakamaliit Squad Size
|
rules.rtsminsquadsize = Pinakamaliit Squad Size
|
||||||
rules.rtsmaxsquadsize = Pinakaraming Squad Size
|
rules.rtsmaxsquadsize = Pinakaraming Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = [scarlet]< Le Noyau est attaqué ! >
|
|||||||
nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente
|
nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente
|
||||||
database = Base de données
|
database = Base de données
|
||||||
database.button = Base de données
|
database.button = Base de données
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Sauvegarder la partie
|
savegame = Sauvegarder la partie
|
||||||
loadgame = Charger une partie
|
loadgame = Charger une partie
|
||||||
joingame = Rejoindre une partie
|
joingame = Rejoindre une partie
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Êtes-vous sûr de vouloir publier ceci ?\n\n[lightgray]Assure
|
|||||||
publish.error = Erreur de publication de l'élément : {0}
|
publish.error = Erreur de publication de l'élément : {0}
|
||||||
steam.error = Échec d'initialisation des services Steam.\nErreur : {0}
|
steam.error = Échec d'initialisation des services Steam.\nErreur : {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planète :
|
editor.planet = Planète :
|
||||||
editor.sector = Secteur :
|
editor.sector = Secteur :
|
||||||
editor.seed = Graine :
|
editor.seed = Graine :
|
||||||
editor.cliffs = Transformer les murs en falaises
|
|
||||||
editor.brush = Pinceau
|
editor.brush = Pinceau
|
||||||
editor.openin = Ouvrir dans l'éditeur
|
editor.openin = Ouvrir dans l'éditeur
|
||||||
editor.oregen = Génération de minerai
|
editor.oregen = Génération de minerai
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Règles
|
|||||||
editor.generation = Génération
|
editor.generation = Génération
|
||||||
editor.objectives = Objectifs
|
editor.objectives = Objectifs
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Editer le nom
|
editor.worldprocessors.editname = Editer le nom
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Félicitations.\n\nL'ennemi sur {0} a été battu.\n
|
|||||||
sectorlist = Secteurs
|
sectorlist = Secteurs
|
||||||
sectorlist.attacked = {0} pris d'assaut
|
sectorlist.attacked = {0} pris d'assaut
|
||||||
sectors.unexplored = [lightgray]Inexploré
|
sectors.unexplored = [lightgray]Inexploré
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ressources :
|
sectors.resources = Ressources :
|
||||||
sectors.production = Production :
|
sectors.production = Production :
|
||||||
sectors.export = Exporter :
|
sectors.export = Exporter :
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Vague :
|
|||||||
sectors.stored = Stockage :
|
sectors.stored = Stockage :
|
||||||
sectors.resume = Reprendre
|
sectors.resume = Reprendre
|
||||||
sectors.launch = Décoller
|
sectors.launch = Décoller
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Sélectionner
|
sectors.select = Sélectionner
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Renommer le secteur
|
|||||||
sectors.enemybase = [scarlet]Base ennemie
|
sectors.enemybase = [scarlet]Base ennemie
|
||||||
sectors.vulnerable = [scarlet]Vulnérable
|
sectors.vulnerable = [scarlet]Vulnérable
|
||||||
sectors.underattack = [scarlet]Attaque en cours! [accent]{0}% endommagé
|
sectors.underattack = [scarlet]Attaque en cours! [accent]{0}% endommagé
|
||||||
sectors.underattack.nodamage = [scarlet]Non capturé
|
|
||||||
sectors.survives = [accent]Survécu à {0} vagues
|
|
||||||
sectors.go = Aller
|
sectors.go = Aller
|
||||||
sector.abandon = Abandonner
|
sector.abandon = Abandonner
|
||||||
sector.abandon.confirm = Les noyaux de ce secteur vont s'auto-détruire.\nContinuer ?
|
sector.abandon.confirm = Les noyaux de ce secteur vont s'auto-détruire.\nContinuer ?
|
||||||
sector.curcapture = Secteur capturé
|
sector.curcapture = Secteur capturé
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Secteur perdu
|
sector.curlost = Secteur perdu
|
||||||
sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
||||||
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = L’ennemi a établi une base sur une île is
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opposés
|
|||||||
stat.powercapacity = Capacité d'énergie
|
stat.powercapacity = Capacité d'énergie
|
||||||
stat.powershot = Unités d'énergie/Tir
|
stat.powershot = Unités d'énergie/Tir
|
||||||
stat.damage = Dégâts
|
stat.damage = Dégâts
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Cibles Aériennes
|
stat.targetsair = Cibles Aériennes
|
||||||
stat.targetsground = Cibles Terrestres
|
stat.targetsground = Cibles Terrestres
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Vitesse de Déplacement
|
stat.itemsmoved = Vitesse de Déplacement
|
||||||
stat.launchtime = Temps entre chaque lancement
|
stat.launchtime = Temps entre chaque lancement
|
||||||
stat.shootrange = Portée de tir
|
stat.shootrange = Portée de tir
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Cadence de tir
|
|||||||
stat.ammo = Munitions
|
stat.ammo = Munitions
|
||||||
stat.shieldhealth = Santé du bouclier
|
stat.shieldhealth = Santé du bouclier
|
||||||
stat.cooldowntime = Temps de refroidissement
|
stat.cooldowntime = Temps de refroidissement
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosivité
|
stat.explosiveness = Explosivité
|
||||||
stat.basedeflectchance = Chance de Détournement de Base
|
stat.basedeflectchance = Chance de Détournement de Base
|
||||||
stat.lightningchance = Chance d'Éclairs
|
stat.lightningchance = Chance d'Éclairs
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Délai de Lancement
|
|||||||
bar.input = Entrée
|
bar.input = Entrée
|
||||||
bar.output = Sortie
|
bar.output = Sortie
|
||||||
bar.strength = [stat]{0}[lightgray]x puissance
|
bar.strength = [stat]{0}[lightgray]x puissance
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = Md
|
unit.billions = Md
|
||||||
unit.shots = tirs
|
unit.shots = tirs
|
||||||
unit.pershot = /tirs
|
unit.pershot = /tirs
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Description
|
category.purpose = Description
|
||||||
category.general = Caractéristiques
|
category.general = Caractéristiques
|
||||||
category.power = Énergie
|
category.power = Énergie
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Niveau de l'IA de Construction de Base
|
|||||||
rules.rtsai = IA de RTS [red](WIP)
|
rules.rtsai = IA de RTS [red](WIP)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Taille Minimale d'une Escouade
|
rules.rtsminsquadsize = Taille Minimale d'une Escouade
|
||||||
rules.rtsmaxsquadsize = Taille Maximale d'une Escouade
|
rules.rtsmaxsquadsize = Taille Maximale d'une Escouade
|
||||||
rules.rtsminattackweight = Poids Minimum d'une Attaque
|
rules.rtsminattackweight = Poids Minimum d'une Attaque
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Détruire les structures des équipes vaincues (JcJ)
|
|||||||
rules.corecapture = Capture du Noyau lors de sa Destruction
|
rules.corecapture = Capture du Noyau lors de sa Destruction
|
||||||
rules.polygoncoreprotection = Protection polygonale du Noyau
|
rules.polygoncoreprotection = Protection polygonale du Noyau
|
||||||
rules.placerangecheck = Vérification de la Portée de Placement
|
rules.placerangecheck = Vérification de la Portée de Placement
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Ressources infinies pour l'IA (équipe rouge)
|
rules.enemyCheat = Ressources infinies pour l'IA (équipe rouge)
|
||||||
rules.blockhealthmultiplier = Multiplicateur de Santé des Blocs
|
rules.blockhealthmultiplier = Multiplicateur de Santé des Blocs
|
||||||
rules.blockdamagemultiplier = Multiplicateur de Dégât des Blocs
|
rules.blockdamagemultiplier = Multiplicateur de Dégât des Blocs
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Multiplicateur de Santé des Unités
|
|||||||
rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
|
rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
|
||||||
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
||||||
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Les unités contrôlées par des processeurs ne peuvent pas construire ici.
|
|
||||||
|
|
||||||
lenum.type = Type de bâtiment/unité.\nPar exemple, pour tout routeur, cela retournera [accent]@router[].
|
lenum.type = Type de bâtiment/unité.\nPar exemple, pour tout routeur, cela retournera [accent]@router[].
|
||||||
lenum.shoot = Tire à une position donnée.
|
lenum.shoot = Tire à une position donnée.
|
||||||
lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement.
|
lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < A támaszpont támadás alatt áll! >
|
|||||||
nearpoint = [[ [scarlet]AZONNAL HAGYD EL A LEDOBÁSI PONTOT[] ]\nA megsemmisülés fenyeget!
|
nearpoint = [[ [scarlet]AZONNAL HAGYD EL A LEDOBÁSI PONTOT[] ]\nA megsemmisülés fenyeget!
|
||||||
database = Támaszpont adatbázisa
|
database = Támaszpont adatbázisa
|
||||||
database.button = Adatbázis
|
database.button = Adatbázis
|
||||||
|
viewfields = Tartalmi mezők megtekintése
|
||||||
savegame = Játék mentése
|
savegame = Játék mentése
|
||||||
loadgame = Játék betöltése
|
loadgame = Játék betöltése
|
||||||
joingame = Kapcsolódás egy játékhoz
|
joingame = Kapcsolódás egy játékhoz
|
||||||
@@ -159,7 +160,7 @@ mod.circulardependencies = [red]Körkörös függőségek
|
|||||||
mod.incompletedependencies = [red]Hiányos függőségek
|
mod.incompletedependencies = [red]Hiányos függőségek
|
||||||
|
|
||||||
mod.requiresversion.details = Szükséges játékverzió: [accent]{0}[]\nA játék ezen verziója elavult. A mod működéséhez újabb verzió szükséges (valószínűleg egy béta vagy alfa kiadás).
|
mod.requiresversion.details = Szükséges játékverzió: [accent]{0}[]\nA játék ezen verziója elavult. A mod működéséhez újabb verzió szükséges (valószínűleg egy béta vagy alfa kiadás).
|
||||||
mod.incompatiblemod.details = Ez a mod nem kompatibilis a játék legújabb verziójával. A mod készítőjének frissítenie kell azt és hozzá kell adnia a következőt a [accent]mod.json[] fájlhoz: [accent]minGameVersion: 147[].
|
mod.incompatiblemod.details = Ez a mod nem kompatibilis a játék legújabb verziójával. A mod készítőjének frissítenie kell azt és hozzá kell adnia a következőt a [accent]mod.json[] fájlhoz: [accent]minGameVersion: 154[].
|
||||||
mod.blacklisted.details = Ezt a modot a Mindustry fejlesztői kézzel tiltólistára tették, mert a játék összeomlott tőle, vagy más problémát okozott. Ne használd.
|
mod.blacklisted.details = Ezt a modot a Mindustry fejlesztői kézzel tiltólistára tették, mert a játék összeomlott tőle, vagy más problémát okozott. Ne használd.
|
||||||
mod.missingdependencies.details = Ez a mod függőségeket hiányol: {0}
|
mod.missingdependencies.details = Ez a mod függőségeket hiányol: {0}
|
||||||
mod.erroredcontent.details = Ez a mod hibákat okozott a betöltésnél. Kérd meg a mod készítőjét, hogy javítsa őket.
|
mod.erroredcontent.details = Ez a mod hibákat okozott a betöltésnél. Kérd meg a mod készítőjét, hogy javítsa őket.
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Biztosan közzéteszed ezt az elemet?\n\n[lightgray]Győződj
|
|||||||
publish.error = Hiba az elem közzétételekor: {0}
|
publish.error = Hiba az elem közzétételekor: {0}
|
||||||
steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
|
steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Blokkok megjelenítése
|
||||||
|
editor.showterrain = Domborzat megjelenítése
|
||||||
|
editor.showfloor = Talaj megjelenítése
|
||||||
editor.planet = Bolygó:
|
editor.planet = Bolygó:
|
||||||
editor.sector = Szektor:
|
editor.sector = Szektor:
|
||||||
editor.seed = Kiindulóérték:
|
editor.seed = Kiindulóérték:
|
||||||
editor.cliffs = Falak sziklákká
|
|
||||||
editor.brush = Méret
|
editor.brush = Méret
|
||||||
editor.openin = Megnyitás a szerkesztőben
|
editor.openin = Megnyitás a szerkesztőben
|
||||||
editor.oregen = Ércelőállítás
|
editor.oregen = Ércelőállítás
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Szabályok
|
|||||||
editor.generation = Előállítás
|
editor.generation = Előállítás
|
||||||
editor.objectives = Célok
|
editor.objectives = Célok
|
||||||
editor.locales = Helyi csomagok
|
editor.locales = Helyi csomagok
|
||||||
|
editor.patches.guide = Útmutató a javítócsomagokhoz
|
||||||
|
editor.patches = Javítócsomag-adatok
|
||||||
|
editor.patch = Javítócsomagok: {0}
|
||||||
|
editor.patches.none = [lightgray]Nincsenek javítócsomagok betöltve.
|
||||||
|
editor.patches.errors = Javítócsomag-hibák
|
||||||
|
editor.patches.importerror = Nem sikerült importálni a javítócsomagot
|
||||||
|
editor.patches.delete.confirm = Biztosan törölni szeretnéd ezt a javítócsomagot?
|
||||||
|
editor.patch.fields = {0} mező
|
||||||
editor.worldprocessors = Világprocesszorok
|
editor.worldprocessors = Világprocesszorok
|
||||||
editor.worldprocessors.editname = Név szerkesztése
|
editor.worldprocessors.editname = Név szerkesztése
|
||||||
editor.worldprocessors.none = [lightgray]Nem találhatók világprocesszor-blokkok!\nAdj hozzá egyet a pályaszerkesztőben vagy használd az alábbi \ue813 hozzáadás gombot.
|
editor.worldprocessors.none = [lightgray]Nem találhatók világprocesszor-blokkok!\nAdj hozzá egyet a pályaszerkesztőben vagy használd az alábbi \ue813 hozzáadás gombot.
|
||||||
@@ -490,7 +501,7 @@ waves.team = Csapat
|
|||||||
waves.remove = Eltávolítás
|
waves.remove = Eltávolítás
|
||||||
waves.every = minden
|
waves.every = minden
|
||||||
waves.waves = hullámonként
|
waves.waves = hullámonként
|
||||||
waves.health = élet: {0}%
|
waves.health = életpont: {0}%
|
||||||
waves.perspawn = kezdőpontonként
|
waves.perspawn = kezdőpontonként
|
||||||
waves.shields = erőpajzs/hullám
|
waves.shields = erőpajzs/hullám
|
||||||
waves.to = -
|
waves.to = -
|
||||||
@@ -511,7 +522,7 @@ waves.none = Nincs ellenség megadva.\nVedd figyelembe, hogy az üresen hagyott
|
|||||||
waves.sort = Rendezési szempont
|
waves.sort = Rendezési szempont
|
||||||
waves.sort.reverse = Rendezés visszafelé
|
waves.sort.reverse = Rendezés visszafelé
|
||||||
waves.sort.begin = Kezdés
|
waves.sort.begin = Kezdés
|
||||||
waves.sort.health = Élet
|
waves.sort.health = Életpont
|
||||||
waves.sort.type = Típus
|
waves.sort.type = Típus
|
||||||
waves.search = Hullám keresése…
|
waves.search = Hullám keresése…
|
||||||
waves.filter = Egységszűrő
|
waves.filter = Egységszűrő
|
||||||
@@ -519,9 +530,9 @@ waves.units.hide = Összes elrejtése
|
|||||||
waves.units.show = Összes megjelenítése
|
waves.units.show = Összes megjelenítése
|
||||||
|
|
||||||
#these are intentionally in lower case
|
#these are intentionally in lower case
|
||||||
wavemode.counts = típusokra bontva
|
wavemode.counts = típusokra bontás
|
||||||
wavemode.totals = összesítés
|
wavemode.totals = összesítés
|
||||||
wavemode.health = életpontok
|
wavemode.health = életpont
|
||||||
|
|
||||||
all = Összes
|
all = Összes
|
||||||
editor.default = [lightgray]<Alapértelmezett>
|
editor.default = [lightgray]<Alapértelmezett>
|
||||||
@@ -574,7 +585,7 @@ editor.exportimage = Domborzati kép exportálása
|
|||||||
editor.exportimage.description = Csak alapvető domborzatot tartalmazó képfájl exportálása
|
editor.exportimage.description = Csak alapvető domborzatot tartalmazó képfájl exportálása
|
||||||
editor.loadimage = Domborzat importálása
|
editor.loadimage = Domborzat importálása
|
||||||
editor.saveimage = Domborzat exportálása
|
editor.saveimage = Domborzat exportálása
|
||||||
editor.unsaved = Biztosan ki akarsz lépni?\n[scarlet]A nem mentett módosításaid elvesznek.
|
editor.unsaved = Biztosan ki akarsz lépni?\n[scarlet]A nem mentett módosításaid így elvesznek.
|
||||||
editor.resizemap = Pálya átméretezése
|
editor.resizemap = Pálya átméretezése
|
||||||
editor.mapname = Pálya neve:
|
editor.mapname = Pálya neve:
|
||||||
editor.overwrite = [accent]Vigyázz!\nEzzel felülírsz egy már létező pályát.
|
editor.overwrite = [accent]Vigyázz!\nEzzel felülírsz egy már létező pályát.
|
||||||
@@ -760,7 +771,7 @@ launch.from = Kilövés a(z) [accent]{0} szektorból
|
|||||||
launch.capacity = Nyersanyag-kapacitás a kilövéskor: [accent]{0}
|
launch.capacity = Nyersanyag-kapacitás a kilövéskor: [accent]{0}
|
||||||
launch.destination = Úti cél: {0}
|
launch.destination = Úti cél: {0}
|
||||||
landing.sources = Forrásszektorok: [accent]{0}[]
|
landing.sources = Forrásszektorok: [accent]{0}[]
|
||||||
landing.import = Maximális összmennyiség: {0}[accent]{1}[lightgray]/perc
|
landing.import = Összmennyiség (legfeljebb): {0}[accent]{1}[lightgray]/perc
|
||||||
configure.invalid = A mennyiségnek 0 és {0} között kell lennie.
|
configure.invalid = A mennyiségnek 0 és {0} között kell lennie.
|
||||||
add = Hozzáadás…
|
add = Hozzáadás…
|
||||||
guardian = Őrző
|
guardian = Őrző
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Gratulálunk.\n\nLegyőzted az ellenséget a(z) {0}
|
|||||||
sectorlist = Szektorok
|
sectorlist = Szektorok
|
||||||
sectorlist.attacked = {0} támadás alatt
|
sectorlist.attacked = {0} támadás alatt
|
||||||
sectors.unexplored = [lightgray]Felderítetlen
|
sectors.unexplored = [lightgray]Felderítetlen
|
||||||
|
sectors.attempts = Elfoglalási kísérletek száma:
|
||||||
sectors.resources = Nyersanyagok:
|
sectors.resources = Nyersanyagok:
|
||||||
sectors.production = Termelés:
|
sectors.production = Termelés:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,7 +811,8 @@ sectors.wave = Hullám:
|
|||||||
sectors.stored = Tárolt nyersanyagok:
|
sectors.stored = Tárolt nyersanyagok:
|
||||||
sectors.resume = Folytatás
|
sectors.resume = Folytatás
|
||||||
sectors.launch = Kilövés
|
sectors.launch = Kilövés
|
||||||
sectors.viewsubmission = \ue80d Alküldetések megtekintése
|
sectors.nolaunchcandidate = Nincs kiindulási szektor a kilövéshez
|
||||||
|
sectors.viewsubmission = \ue80d Alküldetés megtekintése
|
||||||
sectors.select = Kiválasztás
|
sectors.select = Kiválasztás
|
||||||
sectors.launchselect = Célállomás kiválasztása
|
sectors.launchselect = Célállomás kiválasztása
|
||||||
sectors.nonelaunch = [lightgray]semmi (nap)
|
sectors.nonelaunch = [lightgray]semmi (nap)
|
||||||
@@ -807,13 +820,12 @@ sectors.redirect = Kilövőállások átirányítása
|
|||||||
sectors.rename = Szektor átnevezése
|
sectors.rename = Szektor átnevezése
|
||||||
sectors.enemybase = [scarlet]Ellenséges bázis
|
sectors.enemybase = [scarlet]Ellenséges bázis
|
||||||
sectors.vulnerable = [scarlet]Sebezhető
|
sectors.vulnerable = [scarlet]Sebezhető
|
||||||
sectors.underattack = [scarlet]Támadás alatt! [accent]{0}%-ban sérült
|
sectors.underattack = [scarlet]Támadás alatt!
|
||||||
sectors.underattack.nodamage = [scarlet]Nincs meghódítva
|
|
||||||
sectors.survives = [accent]Túlél {0} hullámot
|
|
||||||
sectors.go = Visszatérés
|
sectors.go = Visszatérés
|
||||||
sector.abandon = Elhagyás
|
sector.abandon = Elhagyás
|
||||||
sector.abandon.confirm = Ebben a szektorban minden támaszpontod megsemmisül.\nBiztosan feladod ezt a szektort?
|
sector.abandon.confirm = Ebben a szektorban minden támaszpontod megsemmisül.\nBiztosan feladod ezt a szektort?
|
||||||
sector.curcapture = A szektor elfoglalva
|
sector.curcapture = A szektor elfoglalva
|
||||||
|
sector.lockdown = [red]:warning:[accent] A szektor jelenleg támadás alatt áll\n[lightgray]A nyersanyaggyártás, a fejlesztés, az exportálás és az importálás ez idő alatt le van tiltva
|
||||||
sector.curlost = A szektor elveszett
|
sector.curlost = A szektor elveszett
|
||||||
sector.missingresources = [scarlet]Nincs elég nyersanyag
|
sector.missingresources = [scarlet]Nincs elég nyersanyag
|
||||||
sector.attacked = A(z) [accent]{0}[white] szektor támadás alatt áll!
|
sector.attacked = A(z) [accent]{0}[white] szektor támadás alatt áll!
|
||||||
@@ -838,7 +850,7 @@ difficulty.normal = Normál
|
|||||||
difficulty.hard = Nehéz
|
difficulty.hard = Nehéz
|
||||||
difficulty.eradication = Irtózatos
|
difficulty.eradication = Irtózatos
|
||||||
|
|
||||||
difficulty.enemyHealthMultiplier = Ellenség életereje: {0}
|
difficulty.enemyHealthMultiplier = Ellenség életpontja: {0}
|
||||||
difficulty.enemySpawnMultiplier = Ellenségek száma: {0}
|
difficulty.enemySpawnMultiplier = Ellenségek száma: {0}
|
||||||
difficulty.waveTimeMultiplier = Hullámidőzítő: {0}
|
difficulty.waveTimeMultiplier = Hullámidőzítő: {0}
|
||||||
difficulty.nomodifiers = [lightgray](Nincsenek módosítók)
|
difficulty.nomodifiers = [lightgray](Nincsenek módosítók)
|
||||||
@@ -877,7 +889,8 @@ sector.seaPort.name = Tengeri kikötő
|
|||||||
sector.weatheredChannels.name = Viharvert csatornák
|
sector.weatheredChannels.name = Viharvert csatornák
|
||||||
sector.mycelialBastion.name = Micéliumbástya
|
sector.mycelialBastion.name = Micéliumbástya
|
||||||
sector.frontier.name = Frontvidék
|
sector.frontier.name = Frontvidék
|
||||||
sector.cruxscape.name = Zord vidék
|
sector.sunkenPier.name = Elsüllyedt móló
|
||||||
|
sector.cruxscape.name = Crux-vidék
|
||||||
sector.geothermalStronghold.name = Geotermikus erődítmény
|
sector.geothermalStronghold.name = Geotermikus erődítmény
|
||||||
|
|
||||||
sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nFolytasd a küldetést.
|
sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nFolytasd a küldetést.
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Az ellenség bázist létesített egy távoli
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -936,7 +950,7 @@ sector.aegis.description = Ez a szektor volfrám-lelőhelyeket tartalmaz.\nFejle
|
|||||||
sector.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]repülőgépgyártót[], és állíts elő egy [accent]Elude[] egységet, amilyen hamar csak lehet.
|
sector.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]repülőgépgyártót[], és állíts elő egy [accent]Elude[] egységet, amilyen hamar csak lehet.
|
||||||
sector.intersect.description = A letapogatások arra utalnak, hogy ezt a szektort a leszállás után hamarosan több oldalról is megtámadják.\nÁllítsd fel gyorsan a védelmedet, és terjeszkedj minél gyorsabban.\n[accent]Mech[] egységekre lesz szükség a terület zord terepviszonyai miatt.
|
sector.intersect.description = A letapogatások arra utalnak, hogy ezt a szektort a leszállás után hamarosan több oldalról is megtámadják.\nÁllítsd fel gyorsan a védelmedet, és terjeszkedj minél gyorsabban.\n[accent]Mech[] egységekre lesz szükség a terület zord terepviszonyai miatt.
|
||||||
sector.atlas.description = Ez a szektor változatos tereppel rendelkezik, ezért az ütőképes támadáshoz többféle egységre lesz szükség.\nAz itt felfedezett ellenséges bázisok némelyikén való átjutáshoz is továbbfejlesztett egységekre lehet szükség.\nFejleszd ki az [accent]elektrolizátort[] és a [accent]Tankújratervezőt[].
|
sector.atlas.description = Ez a szektor változatos tereppel rendelkezik, ezért az ütőképes támadáshoz többféle egységre lesz szükség.\nAz itt felfedezett ellenséges bázisok némelyikén való átjutáshoz is továbbfejlesztett egységekre lehet szükség.\nFejleszd ki az [accent]elektrolizátort[] és a [accent]Tankújratervezőt[].
|
||||||
sector.split.description = A minimális ellenséges jelenlét miatt ez a szektor tökéletes az új nyersanyagszállító technológiák tesztelésére.
|
sector.split.description = A jelentéktelen ellenséges jelenlét miatt ez a szektor tökéletes az új nyersanyagszállító technológiák tesztelésére.
|
||||||
sector.basin.description = Jelentős ellenséges jelenlét lett érzékelve ebben a szektorban.\nÉpíts gyorsan egységeket, és foglald el az ellenséges támaszpontokat, hogy megvethesd a lábad.
|
sector.basin.description = Jelentős ellenséges jelenlét lett érzékelve ebben a szektorban.\nÉpíts gyorsan egységeket, és foglald el az ellenséges támaszpontokat, hogy megvethesd a lábad.
|
||||||
sector.marsh.description = Ebben a szektorban rengeteg arkicit található, de kevés a kürtő.\nÉpíts [accent]kémiai égetőkamrát[] az áramfejlesztéshez.
|
sector.marsh.description = Ebben a szektorban rengeteg arkicit található, de kevés a kürtő.\nÉpíts [accent]kémiai égetőkamrát[] az áramfejlesztéshez.
|
||||||
sector.peaks.description = A hegyvidéki terep ebben a szektorban a legtöbb egységet használhatatlanná teszi. Légi egységekre lesz szükség.\nVigyázz az ellenséges légvédelmi létesítményekkel. Lehetséges, hogy az ilyen létesítményeket hatástalanítani lehet a támogató épületeik célba vételével.
|
sector.peaks.description = A hegyvidéki terep ebben a szektorban a legtöbb egységet használhatatlanná teszi. Légi egységekre lesz szükség.\nVigyázz az ellenséges légvédelmi létesítményekkel. Lehetséges, hogy az ilyen létesítményeket hatástalanítani lehet a támogató épületeik célba vételével.
|
||||||
@@ -949,15 +963,15 @@ sector.crossroads.description = Az ellenséges támaszpontok ebben a szektorban
|
|||||||
sector.karst.description = Ez a szektor gazdag a nyersanyagokban, de amint egy új támaszpont leszáll, az ellenség megtámadja azt.\nHasználd ki a nyersanyagokat és fedezd fel a [accent]tóritkvarcot[].
|
sector.karst.description = Ez a szektor gazdag a nyersanyagokban, de amint egy új támaszpont leszáll, az ellenség megtámadja azt.\nHasználd ki a nyersanyagokat és fedezd fel a [accent]tóritkvarcot[].
|
||||||
sector.origin.description = Az utolsó szektor, jelentős ellenséges jelenléttel.\nNem valószínű, hogy maradtak további fejlesztési lehetőségek – koncentrálj az ellenséges támaszpontok elpusztítására.
|
sector.origin.description = Az utolsó szektor, jelentős ellenséges jelenléttel.\nNem valószínű, hogy maradtak további fejlesztési lehetőségek – koncentrálj az ellenséges támaszpontok elpusztítására.
|
||||||
|
|
||||||
status.burning.name = Égő
|
status.burning.name = Égés
|
||||||
status.freezing.name = Fagyos
|
status.freezing.name = Fagyás
|
||||||
status.wet.name = Nedves
|
status.wet.name = Vizes
|
||||||
status.muddy.name = Sáros
|
status.muddy.name = Sáros
|
||||||
status.melting.name = Olvadó
|
status.melting.name = Olvadás
|
||||||
status.sapped.name = Kiszáradt
|
status.sapped.name = Legyengült
|
||||||
status.electrified.name = Elektromos
|
status.electrified.name = Árammal ellátott
|
||||||
status.spore-slowed.name = Spórával lassított
|
status.spore-slowed.name = Spóralassított
|
||||||
status.tarred.name = Kátrányozott
|
status.tarred.name = Kátrányos
|
||||||
status.overdrive.name = Túlhajtott
|
status.overdrive.name = Túlhajtott
|
||||||
status.overclock.name = Túlhúzott
|
status.overclock.name = Túlhúzott
|
||||||
status.shocked.name = Sokkolt
|
status.shocked.name = Sokkolt
|
||||||
@@ -1002,16 +1016,20 @@ stat.showinmap = <pálya betöltése a megtekintéshez>
|
|||||||
stat.description = Rendeltetés
|
stat.description = Rendeltetés
|
||||||
stat.input = Bemenet
|
stat.input = Bemenet
|
||||||
stat.output = Kimenet
|
stat.output = Kimenet
|
||||||
stat.maxefficiency = Maximális hatásfok
|
stat.maxefficiency = Hatásfok (legfeljebb)
|
||||||
stat.booster = Erősítő
|
stat.booster = Erősítő
|
||||||
stat.tiles = Szükséges talaj
|
stat.tiles = Szükséges talaj
|
||||||
stat.affinities = Módosító körülmények
|
stat.affinities = Módosító körülmények
|
||||||
stat.opposites = Ellentettek
|
stat.opposites = Ellentettek
|
||||||
stat.powercapacity = Maximális tárolási kapacitás
|
stat.powercapacity = Tárolási kapacitás (legfeljebb)
|
||||||
stat.powershot = Áram/lövés
|
stat.powershot = Áram/lövés
|
||||||
stat.damage = Sebzés
|
stat.damage = Sebzés
|
||||||
|
stat.frequency = Frekvencia
|
||||||
stat.targetsair = Légi célpontok
|
stat.targetsair = Légi célpontok
|
||||||
stat.targetsground = Földi célpontok
|
stat.targetsground = Földi célpontok
|
||||||
|
stat.crushdamage = Zúzó sebzés
|
||||||
|
stat.legsplashdamage = Lábbal okozott területsebzés
|
||||||
|
stat.legsplashrange = Lábbal okozott területsebzés hatótávolsága
|
||||||
stat.itemsmoved = Szállítási sebesség
|
stat.itemsmoved = Szállítási sebesség
|
||||||
stat.launchtime = Kilövések közötti idő
|
stat.launchtime = Kilövések közötti idő
|
||||||
stat.shootrange = Hatótávolság
|
stat.shootrange = Hatótávolság
|
||||||
@@ -1021,7 +1039,7 @@ stat.liquidcapacity = Folyadékkapacitás
|
|||||||
stat.powerrange = Hatótávolság
|
stat.powerrange = Hatótávolság
|
||||||
stat.linkrange = Kapcsolat hatótávolsága
|
stat.linkrange = Kapcsolat hatótávolsága
|
||||||
stat.instructions = Utasítások
|
stat.instructions = Utasítások
|
||||||
stat.powerconnections = Max. kapcsolatok
|
stat.powerconnections = Kapcsolatok száma (legfeljebb)
|
||||||
stat.poweruse = Áramfogyasztás
|
stat.poweruse = Áramfogyasztás
|
||||||
stat.powerdamage = Áram/sebzés
|
stat.powerdamage = Áram/sebzés
|
||||||
stat.itemcapacity = Nyersanyag-kapacitás
|
stat.itemcapacity = Nyersanyag-kapacitás
|
||||||
@@ -1039,18 +1057,19 @@ stat.range = Hatótávolság
|
|||||||
stat.drilltier = Kitermelhetők
|
stat.drilltier = Kitermelhetők
|
||||||
stat.drillspeed = Alap termelési sebesség
|
stat.drillspeed = Alap termelési sebesség
|
||||||
stat.boosteffect = Erősítés hatása
|
stat.boosteffect = Erősítés hatása
|
||||||
stat.maxunits = Max. aktív egységek
|
stat.maxunits = Aktív egységek (legfeljebb)
|
||||||
stat.health = Életpontok
|
stat.health = Életpont
|
||||||
stat.armor = Páncél
|
stat.armor = Páncél
|
||||||
stat.buildtime = Építési időtartam
|
stat.buildtime = Építési időtartam
|
||||||
stat.maxconsecutive = Max. egymást követő
|
stat.maxconsecutive = Egymást követő nyersanyagok (legfeljebb)
|
||||||
stat.buildcost = Építési költség
|
stat.buildcost = Építési költség
|
||||||
stat.inaccuracy = Pontatlanság
|
stat.inaccuracy = Pontatlanság
|
||||||
stat.shots = Lövések
|
stat.shots = Lövések
|
||||||
stat.reload = Tüzelési sebesség
|
stat.reload = Tüzelési sebesség
|
||||||
stat.ammo = Lőszer
|
stat.ammo = Lőszer
|
||||||
stat.shieldhealth = Erőpajzs életereje
|
stat.shieldhealth = Erőpajzs életpontja
|
||||||
stat.cooldowntime = Újratöltés időtartama
|
stat.cooldowntime = Újratöltés időtartama
|
||||||
|
stat.regenerationrate = Regenerálási sebesség
|
||||||
stat.explosiveness = Robbanékonyság
|
stat.explosiveness = Robbanékonyság
|
||||||
stat.basedeflectchance = Alap hárítási esély
|
stat.basedeflectchance = Alap hárítási esély
|
||||||
stat.lightningchance = Villámlás esélye
|
stat.lightningchance = Villámlás esélye
|
||||||
@@ -1072,10 +1091,10 @@ stat.flying = Repül
|
|||||||
stat.ammouse = Lőszerhasználat
|
stat.ammouse = Lőszerhasználat
|
||||||
stat.ammocapacity = Lőszerkapacitás
|
stat.ammocapacity = Lőszerkapacitás
|
||||||
stat.damagemultiplier = Sebzésszorzó
|
stat.damagemultiplier = Sebzésszorzó
|
||||||
stat.healthmultiplier = Életerőszorzó
|
stat.healthmultiplier = Életpontszorzó
|
||||||
stat.speedmultiplier = Sebességszorzó
|
stat.speedmultiplier = Sebességszorzó
|
||||||
stat.reloadmultiplier = Újratöltési szorzó
|
stat.reloadmultiplier = Újratöltésszorzó
|
||||||
stat.buildspeedmultiplier = Építési sebességszorzó
|
stat.buildspeedmultiplier = Építésisebesség-szorzó
|
||||||
stat.reactive = Reakciók
|
stat.reactive = Reakciók
|
||||||
stat.immunities = Immunitások
|
stat.immunities = Immunitások
|
||||||
stat.healing = Gyógyulás
|
stat.healing = Gyógyulás
|
||||||
@@ -1096,27 +1115,28 @@ ability.movelightning.description = Mozgás közben villámokat bocsát ki
|
|||||||
ability.armorplate = Páncéllemez
|
ability.armorplate = Páncéllemez
|
||||||
ability.armorplate.description = Csökkenti a kapott sebzést lövés közben
|
ability.armorplate.description = Csökkenti a kapott sebzést lövés közben
|
||||||
ability.shieldarc = Erőpajzs-ív
|
ability.shieldarc = Erőpajzs-ív
|
||||||
ability.shieldarc.description = Olyan erőpajzsot vetít ki egy ívben, amely elnyeli a lövedékeket
|
ability.shieldarc.description = Olyan erőpajzsot vetít ki egy ívben, amely elnyeli vagy eltéríti a lövedékeket, rakétákat és egységeket
|
||||||
ability.suppressionfield = Javítás elnyomása
|
ability.suppressionfield = Javítás elnyomása
|
||||||
ability.suppressionfield.description = Leállítja a közeli javítóépületeket
|
ability.suppressionfield.description = Leállítja a közeli javítóépületeket
|
||||||
ability.energyfield = Energiamező
|
ability.energyfield = Energiamező
|
||||||
ability.energyfield.description = Megrázza a közeli ellenségeket
|
ability.energyfield.description = Megrázza a közeli ellenségeket
|
||||||
ability.energyfield.healdescription = Megrázza a közeli ellenségeket, és gyógyítja a szövetségeseket
|
ability.energyfield.healdescription = Megrázza a közeli ellenségeket, és gyógyítja a szövetségeseket
|
||||||
ability.regen = Regeneráció
|
ability.regen = Regeneráció
|
||||||
ability.regen.description = Idővel regenerálja a saját életerejét
|
ability.regen.description = Idővel regenerálja a saját életpontját
|
||||||
ability.liquidregen = Folyadékelnyelés
|
ability.liquidregen = Folyadékelnyelés
|
||||||
ability.liquidregen.description = Folyadékot nyel el, hogy gyógyítsa magát
|
ability.liquidregen.description = Folyadékot nyel el, hogy gyógyítsa saját magát
|
||||||
ability.spawndeath = Szétesés
|
ability.spawndeath = Szétesés
|
||||||
ability.spawndeath.description = Megsemmisülésekor egységeket bocsát ki
|
ability.spawndeath.description = Megsemmisülésekor egységeket bocsát ki
|
||||||
ability.liquidexplode = Szétömlés
|
ability.liquidexplode = Szétömlés
|
||||||
ability.liquidexplode.description = Megsemmisülésekor folyadék ömlik ki belőle
|
ability.liquidexplode.description = Megsemmisülésekor folyadék ömlik ki belőle
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség
|
ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség
|
||||||
ability.stat.regen = [stat]{0}[lightgray] életerő/mp
|
ability.stat.regen = [stat]{0}[lightgray] életpont/mp
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
ability.stat.pulseregen = [stat]{0}[lightgray] életpont/impulzus
|
||||||
ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
ability.stat.shield = [stat]{0}[lightgray] pajzs életpontja (legfeljebb)
|
||||||
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
|
ability.stat.deflectchance = [stat]{0}%[lightgray] hárítási esély
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] életpont/folyadékegység
|
||||||
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] javítási mennyiség (azonos típusnál)
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] javítási mennyiség (azonos típusnál)
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Kilövés visszaszámlálása
|
|||||||
bar.input = Bemenet
|
bar.input = Bemenet
|
||||||
bar.output = Kimenet
|
bar.output = Kimenet
|
||||||
bar.strength = [stat]{0}[lightgray]x erő
|
bar.strength = [stat]{0}[lightgray]x erő
|
||||||
|
bar.regenerationrate = [stat]{0}/mp[lightgray] regenerálási sebesség
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processzorvezérelt
|
units.processorcontrol = [lightgray]Processzorvezérelt
|
||||||
|
|
||||||
@@ -1202,13 +1223,14 @@ unit.perminute = /perc
|
|||||||
unit.timesspeed = x sebesség
|
unit.timesspeed = x sebesség
|
||||||
unit.multiplier = x
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = erőpajzs életereje
|
unit.shieldhealth = erőpajzs életpontja
|
||||||
unit.items = nyersanyag
|
unit.items = nyersanyag
|
||||||
unit.thousands = k
|
unit.thousands = k
|
||||||
unit.millions = mil
|
unit.millions = mil
|
||||||
unit.billions = Mrd
|
unit.billions = Mrd
|
||||||
unit.shots = lövés
|
unit.shots = lövés
|
||||||
unit.pershot = /lövés
|
unit.pershot = /lövés
|
||||||
|
unit.perleg = /láb
|
||||||
category.purpose = Rendeltetés
|
category.purpose = Rendeltetés
|
||||||
category.general = Általános
|
category.general = Általános
|
||||||
category.power = Áram
|
category.power = Áram
|
||||||
@@ -1294,8 +1316,8 @@ setting.macnotch.name = A felület igazítása a kijelző bevágásához
|
|||||||
setting.macnotch.description = A változtatások érvénybe lépéséhez újraindítás szükséges
|
setting.macnotch.description = A változtatások érvénybe lépéséhez újraindítás szükséges
|
||||||
steam.friendsonly = Csak barátok
|
steam.friendsonly = Csak barátok
|
||||||
steam.friendsonly.tooltip = Független attól, hogy csak a Steam-barátok tudnak-e kapcsolódni a játékodhoz.\nHa nem jelölöd be ezt a négyzetet, a játékod nyilvános lesz – bárki kapcsolódhat hozzá.
|
steam.friendsonly.tooltip = Független attól, hogy csak a Steam-barátok tudnak-e kapcsolódni a játékodhoz.\nHa nem jelölöd be ezt a négyzetet, a játékod nyilvános lesz – bárki kapcsolódhat hozzá.
|
||||||
setting.maxmagnificationmultiplierpercent.name = Minimális kameratávolság
|
setting.maxmagnificationmultiplierpercent.name = Legkisebb kameratávolság
|
||||||
setting.minmagnificationmultiplierpercent.name = Maximális kameratávolság
|
setting.minmagnificationmultiplierpercent.name = Legnagyobb kameratávolság
|
||||||
setting.minmagnificationmultiplierpercent.description = A magas értékek teljesítményproblémákat okozhatnak.
|
setting.minmagnificationmultiplierpercent.description = A magas értékek teljesítményproblémákat okozhatnak.
|
||||||
public.beta = Ne feledd, hogy a játék béta verziójában nem tudsz nyilvános szobát nyitni.
|
public.beta = Ne feledd, hogy a játék béta verziójában nem tudsz nyilvános szobát nyitni.
|
||||||
uiscale.reset = A felület mérete megváltozott.\nAz „OK” gombbal megerősítheted ezt a méretet.\n[scarlet]Automatikus visszavonás és kilépés [accent] {0}[] másodperc múlva…
|
uiscale.reset = A felület mérete megváltozott.\nAz „OK” gombbal megerősítheted ezt a méretet.\n[scarlet]Automatikus visszavonás és kilépés [accent] {0}[] másodperc múlva…
|
||||||
@@ -1437,38 +1459,46 @@ rules.wavespawnatcores.info = Ha engedélyezve van a támadómódú pályákon,
|
|||||||
rules.attack = Támadómód
|
rules.attack = Támadómód
|
||||||
rules.buildai = Bázisépítő MI
|
rules.buildai = Bázisépítő MI
|
||||||
rules.buildaitier = Építő MI szintje
|
rules.buildaitier = Építő MI szintje
|
||||||
rules.rtsai = RTS MI
|
rules.rtsai = Stratégikus MI
|
||||||
rules.rtsai.campaign = RTS támadó-MI
|
rules.rtsai.campaign = Stratégikusan támadó MI
|
||||||
rules.rtsai.campaign.info = A „támadómódú” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
rules.rtsai.campaign.info = A „támadómódú” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
||||||
rules.rtsminsquadsize = Minimális osztagméret
|
rules.clearsectoronloss = Szektor kiürítése elvesztés esetén
|
||||||
rules.rtsmaxsquadsize = Maximális osztagméret
|
rules.clearsectoronloss.info = A szektor elvesztése esetén az előző elfoglalási kísérlet alatt\na játékos által épített épületek nem lesznek elérhetők.
|
||||||
rules.rtsminattackweight = Minimális támadási súly
|
rules.rtsminsquadsize = Legkisebb osztagméret
|
||||||
|
rules.rtsmaxsquadsize = Legnagyobb osztagméret
|
||||||
|
rules.rtsminattackweight = Legkisebb támadási súly
|
||||||
rules.cleanupdeadteams = Legyőzött csapatok épületeinek törlése (PvP)
|
rules.cleanupdeadteams = Legyőzött csapatok épületeinek törlése (PvP)
|
||||||
rules.corecapture = Támaszpont elfoglalása megsemmisítéskor
|
rules.corecapture = Támaszpont elfoglalása megsemmisítéskor
|
||||||
rules.polygoncoreprotection = Poligonális támaszpontvédelem
|
rules.polygoncoreprotection = Poligonális támaszpontvédelem
|
||||||
rules.placerangecheck = Elhelyezési tartomány ellenőrzése
|
rules.placerangecheck = Elhelyezési tartomány ellenőrzése
|
||||||
|
rules.protectcores = Támaszpontok védelme
|
||||||
|
rules.protectcores.info = Ha le van tiltva, akkor a „Támaszpont körüli tiltott építkezési zóna sugara” beállítás nem vonatkozik erre a csapatra.\nA játékosok nem kerülnek védelem nélküli csapatokba.
|
||||||
|
rules.checkplacement = Elhelyezés ellenőrzése
|
||||||
|
rules.checkplacement.info = Ha le van tiltva, akkor ennek a csapatnak az épületei mellőzve lesznek az elhelyezési tartomány ellenőrzésekor.
|
||||||
rules.enemyCheat = Végtelen ellenséges csapaterőforrások
|
rules.enemyCheat = Végtelen ellenséges csapaterőforrások
|
||||||
rules.blockhealthmultiplier = Épület életpontszorzója
|
rules.blockhealthmultiplier = Épületek életpontszorzója
|
||||||
rules.blockdamagemultiplier = Épület sebzésszorzója
|
rules.blockdamagemultiplier = Épületek sebzésszorzója
|
||||||
rules.unitbuildspeedmultiplier = Egységgyártás sebességének szorzója
|
rules.unitbuildspeedmultiplier = Egységek gyártási sebességszorzója
|
||||||
rules.unitcostmultiplier = Egység költségszorzója
|
rules.unitcostmultiplier = Egységek költségszorzója
|
||||||
rules.unithealthmultiplier = Egység életpontszorzója
|
rules.unithealthmultiplier = Egységek életpontszorzója
|
||||||
rules.unitdamagemultiplier = Egység sebzésszorzója
|
rules.unitdamagemultiplier = Egységek sebzésszorzója
|
||||||
rules.unitcrashdamagemultiplier = Egység ütközési sebzésszorzója
|
rules.unitcrashdamagemultiplier = Egységek ütközési sebzésszorzója
|
||||||
rules.unitminespeedmultiplier = Egység bányászási sebességszorzója
|
rules.unitminespeedmultiplier = Egységek bányászási sebességszorzója
|
||||||
|
rules.logicunitbuild = Egységépítő logika
|
||||||
|
rules.logicunitdeconstruct = Egységlebontó logika
|
||||||
rules.solarmultiplier = Napenergia szorzója
|
rules.solarmultiplier = Napenergia szorzója
|
||||||
rules.unitcapvariable = A támaszpontok befolyásolják a gyártható egységek darabszámát
|
rules.unitcapvariable = A támaszpontok befolyásolják a gyártható egységek darabszámát
|
||||||
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt felrobbannak
|
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt robbanjanak fel
|
||||||
rules.unitcap = Alap egységdarabszám
|
rules.unitcap = Alap egységdarabszám
|
||||||
rules.limitarea = Játékterület korlátozása
|
rules.limitarea = Játékterület korlátozása
|
||||||
rules.enemycorebuildradius = Támaszpont körüli tiltott építkezési zóna sugara:[lightgray] (mező)
|
rules.enemycorebuildradius = Támaszpont körüli tiltott építkezési zóna sugara:[lightgray] (mező)
|
||||||
rules.extracorebuildradius = Tiltott építkezési zóna sugarának további mérete:[lightgray] (mező)
|
rules.extracorebuildradius = Tiltott építkezési zóna sugarának további mérete:[lightgray] (mező)
|
||||||
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
|
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
|
||||||
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
|
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
|
||||||
rules.buildcostmultiplier = Építési költség szorzója
|
rules.buildcostmultiplier = Építés költségszorzója
|
||||||
rules.buildspeedmultiplier = Építési sebesség szorzója
|
rules.buildspeedmultiplier = Építés sebességszorzója
|
||||||
rules.deconstructrefundmultiplier = Bontási visszatérítés szorzója
|
rules.deconstructrefundmultiplier = Lebontás visszatérítésszorzója
|
||||||
rules.waitForWaveToEnd = Az ellenség kivárja a korábbi hullám végét
|
rules.waitForWaveToEnd = Az ellenség várja ki a korábbi hullám végét
|
||||||
rules.wavelimit = A pálya érjen véget ennyi hullám után
|
rules.wavelimit = A pálya érjen véget ennyi hullám után
|
||||||
rules.dropzoneradius = A ledobási zóna sugara:[lightgray] (mező)
|
rules.dropzoneradius = A ledobási zóna sugara:[lightgray] (mező)
|
||||||
rules.unitammo = Az egységeknek lőszer kell [red](eltávolítható)
|
rules.unitammo = Az egységeknek lőszer kell [red](eltávolítható)
|
||||||
@@ -1663,7 +1693,7 @@ block.snow.name = Hó
|
|||||||
block.crater-stone.name = Kráterek
|
block.crater-stone.name = Kráterek
|
||||||
block.sand-water.name = Homokvíz
|
block.sand-water.name = Homokvíz
|
||||||
block.darksand-water.name = Sötét homokvíz
|
block.darksand-water.name = Sötét homokvíz
|
||||||
block.char.name = Faszén
|
block.char.name = Elszenesedett kő
|
||||||
block.dacite.name = Dácit
|
block.dacite.name = Dácit
|
||||||
block.rhyolite.name = Riolit
|
block.rhyolite.name = Riolit
|
||||||
block.dacite-wall.name = Dácitfal
|
block.dacite-wall.name = Dácitfal
|
||||||
@@ -1698,10 +1728,10 @@ block.metal-tiles-9.name = 9. fémlap
|
|||||||
block.metal-tiles-10.name = 10. fémlap
|
block.metal-tiles-10.name = 10. fémlap
|
||||||
block.metal-tiles-11.name = 11. fémlap
|
block.metal-tiles-11.name = 11. fémlap
|
||||||
block.metal-tiles-12.name = 12. fémlap
|
block.metal-tiles-12.name = 12. fémlap
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = 13. fémlap
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = 1. fémfal
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = 2. fémfal
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = 3. fémfal
|
||||||
block.colored-floor.name = Színezett padló
|
block.colored-floor.name = Színezett padló
|
||||||
block.colored-wall.name = Színezett fal
|
block.colored-wall.name = Színezett fal
|
||||||
block.character-overlay.name = Karakterréteg
|
block.character-overlay.name = Karakterréteg
|
||||||
@@ -2076,7 +2106,7 @@ hint.coreUpgrade = A támaszpont úgy fejleszthető, hogy [accent]magasabb szint
|
|||||||
hint.cannotUpgrade = Egy [red]:tree:[] ikon azt jelzi a raktérrel rendelkező egységek felett, hogy a továbbfejlesztett verziójuk még nem lett kifejlesztve.\n\nAz egységek fejlesztéseit a [accent]:tree: technológiafán[] kell elvégezni, mielőtt azok az újratervezőkben előállíthatók lennének.
|
hint.cannotUpgrade = Egy [red]:tree:[] ikon azt jelzi a raktérrel rendelkező egységek felett, hogy a továbbfejlesztett verziójuk még nem lett kifejlesztve.\n\nAz egységek fejlesztéseit a [accent]:tree: technológiafán[] kell elvégezni, mielőtt azok az újratervezőkben előállíthatók lennének.
|
||||||
hint.presetLaunch = A szürke [accent]landolási zónát tartalmazó szektorokba[], amilyen például a [accent]Fagyott erdő[], bárhonnan kilőhetsz. Nem szükséges hozzá szomszédos területet elfoglalnod.\n\nA [accent]számozott szektorokat[], mint ez is, a játékmenet szempontjából [accent]nem fontos[] elfoglalni.
|
hint.presetLaunch = A szürke [accent]landolási zónát tartalmazó szektorokba[], amilyen például a [accent]Fagyott erdő[], bárhonnan kilőhetsz. Nem szükséges hozzá szomszédos területet elfoglalnod.\n\nA [accent]számozott szektorokat[], mint ez is, a játékmenet szempontjából [accent]nem fontos[] elfoglalni.
|
||||||
hint.presetDifficulty = Ebben a szektorban [scarlet]magas az ellenséges fenyegetettségi szint[].\nAz ilyen szektorokba való indulás [accent]nem ajánlott[] megfelelő technológia és felkészülés nélkül.
|
hint.presetDifficulty = Ebben a szektorban [scarlet]magas az ellenséges fenyegetettségi szint[].\nAz ilyen szektorokba való indulás [accent]nem ajánlott[] megfelelő technológia és felkészülés nélkül.
|
||||||
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a maximumot, a beérkező további nyersanyagok azonnal [accent]megsemmisítésre kerülnek[].
|
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a megengedett legnagyobb mennyiséget, a beérkező további nyersanyagok azonnal [accent]megsemmisítésre kerülnek[].
|
||||||
hint.factoryControl = Egy egységgyár [accent]kimeneti célpontjának[] beállításához kattints parancsmódban egy gyárépületre, majd kattints jobb egérgombbal egy helyre.\nAz előállított egységek automatikusan odamennek.
|
hint.factoryControl = Egy egységgyár [accent]kimeneti célpontjának[] beállításához kattints parancsmódban egy gyárépületre, majd kattints jobb egérgombbal egy helyre.\nAz előállított egységek automatikusan odamennek.
|
||||||
hint.factoryControl.mobile = Egy egységgyár [accent]kimeneti célpontjának[] beállításához koppints parancsmódban egy gyárépületre, majd koppints egy helyre.\nAz előállított egységek automatikusan odamennek.
|
hint.factoryControl.mobile = Egy egységgyár [accent]kimeneti célpontjának[] beállításához koppints parancsmódban egy gyárépületre, majd koppints egy helyre.\nAz előállított egységek automatikusan odamennek.
|
||||||
|
|
||||||
@@ -2304,7 +2334,7 @@ block.ripple.description = Lövedékek csoportjával tüzel nagy távolságra l
|
|||||||
block.cyclone.description = Robbanó lövedékeket lő közeli ellenségekre.
|
block.cyclone.description = Robbanó lövedékeket lő közeli ellenségekre.
|
||||||
block.spectre.description = Nagy lövedékekkel tüzel légi és földi célpontokra.
|
block.spectre.description = Nagy lövedékekkel tüzel légi és földi célpontokra.
|
||||||
block.meltdown.description = Feltöltődés után folyamatos lézersugarat lő a közeli ellenségekre. A működéséhez hűtőfolyadékot igényel.
|
block.meltdown.description = Feltöltődés után folyamatos lézersugarat lő a közeli ellenségekre. A működéséhez hűtőfolyadékot igényel.
|
||||||
block.foreshadow.description = Egy nagy villámot lő ki egy nagy távolságra lévő célpontra. A magasabb maximális életerővel rendelkező ellenségeket részesíti előnyben.
|
block.foreshadow.description = Egy nagy villámot lő ki egy nagy távolságra lévő célpontra. A magasabb maximális életponttal rendelkező ellenségeket részesíti előnyben.
|
||||||
block.repair-point.description = Folyamatosan javítja a hatósugarában lévő legközelebbi sérült egységet.
|
block.repair-point.description = Folyamatosan javítja a hatósugarában lévő legközelebbi sérült egységet.
|
||||||
block.segment.description = Megsemmisíti a beérkező lövedékeket, de a lézerrel szemben hatástalan.
|
block.segment.description = Megsemmisíti a beérkező lövedékeket, de a lézerrel szemben hatástalan.
|
||||||
block.parallax.description = Vonósugarat bocsát ki, amivel magához vonzza, és közben sebzi a légi egységeket.
|
block.parallax.description = Vonósugarat bocsát ki, amivel magához vonzza, és közben sebzi a légi egységeket.
|
||||||
@@ -2442,8 +2472,8 @@ unit.vela.description = Folyamatos lézernyalábot bocsát ki, amelyek sebzik az
|
|||||||
unit.corvus.description = Hatalmas lézersugarat lő, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Átlépi a legtöbb terepakadályt.
|
unit.corvus.description = Hatalmas lézersugarat lő, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Átlépi a legtöbb terepakadályt.
|
||||||
unit.crawler.description = Az ellenséghez rohan és megsemmisíti önmagát, nagy robbanást okozva.
|
unit.crawler.description = Az ellenséghez rohan és megsemmisíti önmagát, nagy robbanást okozva.
|
||||||
unit.atrax.description = Bénító salakgolyókat lő a földi célpontokra. A legtöbb terepakadályt átlépi.
|
unit.atrax.description = Bénító salakgolyókat lő a földi célpontokra. A legtöbb terepakadályt átlépi.
|
||||||
unit.spiroct.description = Lézersugarakkal elszívja az ellenséges célpontok életerejét, miközben javítja önmagát. A legtöbb terepakadályt átlépi.
|
unit.spiroct.description = Lézersugarakkal elszívja az ellenséges célpontok életpontját, miközben javítja önmagát. A legtöbb terepakadályt átlépi.
|
||||||
unit.arkyid.description = Nagy lézersugarakkal elszívja az ellenséges célpontok életerejét, miközben javítja önmagát. A legtöbb terepakadályt átlépi.
|
unit.arkyid.description = Nagy lézersugarakkal elszívja az ellenséges célpontok életpontját, miközben javítja önmagát. A legtöbb terepakadályt átlépi.
|
||||||
unit.toxopid.description = Kazettás elektromos bombákat és átütő erejű lézert lő az ellenségre. A legtöbb terepakadályt átlépi.
|
unit.toxopid.description = Kazettás elektromos bombákat és átütő erejű lézert lő az ellenségre. A legtöbb terepakadályt átlépi.
|
||||||
unit.flare.description = Szokásos lövedékeket lő közeli földi célpontokra.
|
unit.flare.description = Szokásos lövedékeket lő közeli földi célpontokra.
|
||||||
unit.horizon.description = Kazettás bombákat szór földi célpontokra.
|
unit.horizon.description = Kazettás bombákat szór földi célpontokra.
|
||||||
@@ -2472,9 +2502,9 @@ unit.navanax.description = Robbanékony EMI-lövedékeket lő ki, jelentős kár
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Szokásos lövedékeket lő ki az ellenséges célpontokra.
|
unit.stell.description = Szokásos lövedékeket lő ki az ellenséges célpontokra.
|
||||||
unit.locus.description = Változatos lövedékeket lő ki az ellenséges célpontokra.
|
unit.locus.description = Változatos lövedékeket lő ki az ellenséges célpontokra.
|
||||||
unit.precept.description = Átütő erejű kazettás lövedékeket lő ki az ellenséges célpontokra.
|
unit.precept.description = Átütő erejű kazettás lövedékeket lő ki az ellenséges célpontokra. Kevésbé sérül a káros tereptárgyaktól.
|
||||||
unit.vanquish.description = Nagy, átütő erejű hasítólövedékeket lő ki az ellenséges célpontokra.
|
unit.vanquish.description = Nagy, átütő erejű hasítólövedékeket lő ki az ellenséges célpontokra. Kevésbé sérül a káros tereptárgyaktól.
|
||||||
unit.conquer.description = Nagy, átütő erejű golyózáport lő ki az ellenséges célpontokra.
|
unit.conquer.description = Nagy, átütő erejű golyózáport lő ki az ellenséges célpontokra. Kevésbé sérül a káros tereptárgyaktól.
|
||||||
unit.merui.description = Nagy hatótávolságú ágyúkkal lövi az ellenséges szárazföldi célpontokat. A legtöbb terepakadályt átlépi.
|
unit.merui.description = Nagy hatótávolságú ágyúkkal lövi az ellenséges szárazföldi célpontokat. A legtöbb terepakadályt átlépi.
|
||||||
unit.cleroi.description = Kettős lövedékeket lő ki az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket a pontvédelmi tornyokkal. A legtöbb terepakadályt átlépi.
|
unit.cleroi.description = Kettős lövedékeket lő ki az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket a pontvédelmi tornyokkal. A legtöbb terepakadályt átlépi.
|
||||||
unit.anthicus.description = Nagy hatótávolságú célkövető rakétákat lő ki az ellenséges célpontokra. A legtöbb terepakadályt átlépi.
|
unit.anthicus.description = Nagy hatótávolságú célkövető rakétákat lő ki az ellenséges célpontokra. A legtöbb terepakadályt átlépi.
|
||||||
@@ -2523,7 +2553,7 @@ lst.explosion = Robbanás létrehozása az adott helyen.
|
|||||||
lst.setrate = A processzor végrehajtási sebességének beállítása utasítás/órajelciklusban.
|
lst.setrate = A processzor végrehajtási sebességének beállítása utasítás/órajelciklusban.
|
||||||
lst.fetch = Egységek, támaszpontok, játékosok, vagy épületek lekérdezése index szerint.\nAz indexek 0-tól indulnak és a visszaadott számuknál végződnek.
|
lst.fetch = Egységek, támaszpontok, játékosok, vagy épületek lekérdezése index szerint.\nAz indexek 0-tól indulnak és a visszaadott számuknál végződnek.
|
||||||
lst.packcolor = Egyetlen számba tömöríti a [0, 1] RGBA-összetevőket a rajzoláshoz vagy szabálymeghatározáshoz.
|
lst.packcolor = Egyetlen számba tömöríti a [0, 1] RGBA-összetevőket a rajzoláshoz vagy szabálymeghatározáshoz.
|
||||||
lst.unpackcolor = RGBA-összetevők kicsomagolása egy színből, amely a „Pack Color” segítségével lett becsomagolva.
|
lst.unpackcolor = RGBA-összetevők kicsomagolása egy színből, amely a „Pack Color” használatával lett becsomagolva.
|
||||||
lst.setrule = Játékszabály beállítása.
|
lst.setrule = Játékszabály beállítása.
|
||||||
lst.flushmessage = Üzenet megjelenítése a képernyőn a szövegpufferből. Ha a sikeres válasz változója [accent]@wait[],\nakkor, megvárja, amíg az előző üzenet befejeződik.\nMáskülönben a kimenet független attól, hogy az üzenet megjelenítése sikeres volt-e.
|
lst.flushmessage = Üzenet megjelenítése a képernyőn a szövegpufferből. Ha a sikeres válasz változója [accent]@wait[],\nakkor, megvárja, amíg az előző üzenet befejeződik.\nMáskülönben a kimenet független attól, hogy az üzenet megjelenítése sikeres volt-e.
|
||||||
lst.cutscene = A játékos kamerájának mozgatása.
|
lst.cutscene = A játékos kamerájának mozgatása.
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = A kódot futtató kliens játékosneve
|
|||||||
lglobal.@clientTeam = A kódot futtató kliens csapatazonosítója
|
lglobal.@clientTeam = A kódot futtató kliens csapatazonosítója
|
||||||
lglobal.@clientMobile = Igaz, ha a kódot futtató kliens egy hordozható eszköz, egyébként hamis
|
lglobal.@clientMobile = Igaz, ha a kódot futtató kliens egy hordozható eszköz, egyébként hamis
|
||||||
|
|
||||||
logic.nounitbuild = [red]Az egységépítési logika itt nem megengedett.
|
|
||||||
|
|
||||||
lenum.type = Az épület/egység típusa.\nPéldául bármilyen elosztó esetén a [accent]@router[] értéket adja vissza.\nNem karakterlánc.
|
lenum.type = Az épület/egység típusa.\nPéldául bármilyen elosztó esetén a [accent]@router[] értéket adja vissza.\nNem karakterlánc.
|
||||||
lenum.shoot = Lövés egy adott pontra.
|
lenum.shoot = Lövés egy adott pontra.
|
||||||
lenum.shootp = Lövés egy egységre/épületre sebesség-előrejelzéssel.
|
lenum.shootp = Lövés egy egységre/épületre sebesség-előrejelzéssel.
|
||||||
@@ -2769,11 +2797,11 @@ lenum.unitcost = Az egységek építéséhez szükséges erőforrások szorzója
|
|||||||
lenum.unitdamage = Mennyi sebzést okoznak az egységek.
|
lenum.unitdamage = Mennyi sebzést okoznak az egységek.
|
||||||
lenum.blockhealth = Mennyi életponttal indulnak az épületek.
|
lenum.blockhealth = Mennyi életponttal indulnak az épületek.
|
||||||
lenum.blockdamage = Mennyi sebzést okoznak az épületek (lövegtornyok).
|
lenum.blockdamage = Mennyi sebzést okoznak az épületek (lövegtornyok).
|
||||||
lenum.rtsminweight = Minimális „támadási súly” szükséges ahhoz, hogy egy osztag támadjon. Minél magasabb az érték, annál megfontoltabbak az egységek.
|
lenum.rtsminweight = A legkisebb „támadási súly” ahhoz szükséges, hogy egy osztag támadjon. Minél magasabb az érték, annál megfontoltabbak az egységek.
|
||||||
lenum.rtsminsquad = A támadóosztagok minimális mérete.
|
lenum.rtsminsquad = A támadóosztagok legkisebb mérete.
|
||||||
lenum.maparea = A játszható területe a pályának. Minden, ami a területen kívülre esik, nem lesz elérhető.
|
lenum.maparea = A játszható területe a pályának. Minden, ami a területen kívülre esik, nem lesz elérhető.
|
||||||
lenum.ambientlight = Környezeti világítás színe. Akkor használható, amikor a világítás engedélyezve van.
|
lenum.ambientlight = Környezeti világítás színe. Akkor használható, amikor a világítás engedélyezve van.
|
||||||
lenum.solarmultiplier = Megsokszorozza a napelemek teljesítményét.
|
lenum.solarmultiplier = Megsokszorozza a napelemek teljesítményét.
|
||||||
lenum.dragmultiplier = Környezethúzási szorzó.
|
lenum.dragmultiplier = Környezet húzási szorzója.
|
||||||
lenum.ban = Épületek vagy egységek, amelyek nem építhetők meg vagy helyezhetők el a pályán.
|
lenum.ban = Épületek vagy egységek, amelyek nem építhetők meg vagy helyezhetők el a pályán.
|
||||||
lenum.unban = Egy egység vagy épület újraengedélyezése.
|
lenum.unban = Egy egység vagy épület újraengedélyezése.
|
||||||
|
|||||||
@@ -98,9 +98,10 @@ level.highscore = Nilai Tertinggi: [accent]{0}
|
|||||||
level.select = Pilih Level
|
level.select = Pilih Level
|
||||||
level.mode = Mode Permainan:
|
level.mode = Mode Permainan:
|
||||||
coreattack = < Inti sedang diserang! >
|
coreattack = < Inti sedang diserang! >
|
||||||
nearpoint = [[ [scarlet]TINGGALKAN ZONA PENDARATAN SEGERA[] ]\npenghancuran akan terjadi
|
nearpoint = [[ [scarlet]TINGGALKAN TITIK PENDARATAN SEGERA[] ]\npemusnahan akan terjadi
|
||||||
database = Basis Data Inti
|
database = Basis Data Inti
|
||||||
database.button = Basis Data
|
database.button = Basis Data
|
||||||
|
viewfields = Lihat Bidang Konten
|
||||||
savegame = Simpan Permainan
|
savegame = Simpan Permainan
|
||||||
loadgame = Muat Permainan
|
loadgame = Muat Permainan
|
||||||
joingame = Gabung Permainan
|
joingame = Gabung Permainan
|
||||||
@@ -130,7 +131,7 @@ committingchanges = Membuat Perubahan
|
|||||||
done = Selesai
|
done = Selesai
|
||||||
feature.unsupported = Perangkat Anda tidak mendukung fitur ini.
|
feature.unsupported = Perangkat Anda tidak mendukung fitur ini.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Proses Memuat Mindustry sebelumnya gagal untuk dimulai. Kemungkinan besar disebabkan oleh mod yang bermasalah.\n\nUntuk menghindari kesalahan berulang, [red]semua mod telah dinonaktifkan.[]
|
mods.initfailed = [red]⚠[] Proses Mindustry sebelumnya gagal untuk dimulai. Kemungkinan besar disebabkan oleh mod yang bermasalah.\n\nUntuk menghindari kesalahan berulang, [red]seluruh mod telah dinonaktifkan.[]
|
||||||
mods = Mod
|
mods = Mod
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
mods.none = [lightgray]Tidak ada mod yang ditemukan!
|
mods.none = [lightgray]Tidak ada mod yang ditemukan!
|
||||||
@@ -352,8 +353,8 @@ save.mode = Mode Permainan: {0}
|
|||||||
save.date = Simpanan Terakhir: {0}
|
save.date = Simpanan Terakhir: {0}
|
||||||
save.playtime = Waktu Bermain: {0}
|
save.playtime = Waktu Bermain: {0}
|
||||||
dontshowagain = Jangan tampilkan lagi
|
dontshowagain = Jangan tampilkan lagi
|
||||||
warn.32bit.title = Peringatan penghentian 32-bit
|
warn.32bit.title = Peringatan Penghentian Versi 32-bit
|
||||||
warn.32bit = Anda menggunakan Mindustry versi [red]32-bit[].\n\nKarena versi Java yang lebih baru telah menghentikan dukungan Windows 32-bit, dukungan [red]32-bit akan dihentikan di masa mendatang[].\n\nSilakan tingkatkan ke sistem komputer 64-bit, dan pastikan Anda telah mengunduh Mindustry versi 64-bit.\n\nJika Anda menjalankan Mindustry sebagai berkas JAR, pastikan Anda menggunakan Java 64-bit.
|
warn.32bit = Anda menggunakan Mindustry versi [red]32-bit[].\nKarena versi Java yang lebih baru telah menghentikan dukungan Windows 32-bit, dukungan [red]32-bit akan dihentikan pada masa mendatang[].\n\nSilakan tingkatkan ke sistem komputer 64-bit, dan pastikan Anda telah mengunduh Mindustry versi 64-bit.\n\nJika Anda menjalankan Mindustry sebagai berkas JAR, pastikan Anda menggunakan Java 64-bit.
|
||||||
warning = Peringatan.
|
warning = Peringatan.
|
||||||
confirm = Konfirmasi
|
confirm = Konfirmasi
|
||||||
delete = Hapus
|
delete = Hapus
|
||||||
@@ -428,7 +429,7 @@ saveimage = Simpan Gambar
|
|||||||
unknown = Tidak diketahui
|
unknown = Tidak diketahui
|
||||||
custom = Modifikasi
|
custom = Modifikasi
|
||||||
builtin = Bawaan
|
builtin = Bawaan
|
||||||
map.delete.confirm = Anda yakin ingin menghapus peta ini? Tindakan ini tidak bisa diubah!
|
map.delete.confirm = Anda yakin ingin menghapus peta ini? Tindakan ini tidak bisa dibatalkan!
|
||||||
map.random = [accent]Peta Acak
|
map.random = [accent]Peta Acak
|
||||||
map.nospawn = Peta ini tidak memiliki inti agar pemain bisa muncul! Tambahkan inti [#{0}]{1}[] ke dalam peta di penyunting.
|
map.nospawn = Peta ini tidak memiliki inti agar pemain bisa muncul! Tambahkan inti [#{0}]{1}[] ke dalam peta di penyunting.
|
||||||
map.nospawn.pvp = Peta ini tidak memiliki inti agar pemain lawan bisa muncul! Tambahkan inti[scarlet] selain jingga[] ke dalam peta di penyunting.
|
map.nospawn.pvp = Peta ini tidak memiliki inti agar pemain lawan bisa muncul! Tambahkan inti[scarlet] selain jingga[] ke dalam peta di penyunting.
|
||||||
@@ -446,12 +447,14 @@ missing = Konten ini telah dihapus atau dipindah.\n[lightgray]Daftar Workshop se
|
|||||||
publishing = [accent]Menerbitkan...
|
publishing = [accent]Menerbitkan...
|
||||||
publish.confirm = Apakah Anda yakin untuk menerbitkan ini?\n\n[lightgray]Pastikan Anda setuju dengan EULA Workshop terlebih dahulu, atau konten Anda tidak akan muncul!
|
publish.confirm = Apakah Anda yakin untuk menerbitkan ini?\n\n[lightgray]Pastikan Anda setuju dengan EULA Workshop terlebih dahulu, atau konten Anda tidak akan muncul!
|
||||||
publish.error = Terjadi kesalahan saat menerbitkan konten: {0}
|
publish.error = Terjadi kesalahan saat menerbitkan konten: {0}
|
||||||
steam.error = Gagal untuk menjalankan layanan Steam.\nKesalahan: {0}
|
steam.error = Gagal menjalankan layanan Steam.\nKesalahan: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Tampilkan Blok
|
||||||
|
editor.showterrain = Tampilkan Medan
|
||||||
|
editor.showfloor = Tampilkan Lantai
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Benih:
|
editor.seed = Benih:
|
||||||
editor.cliffs = Dinding Ke Tebing
|
|
||||||
editor.brush = Kuas
|
editor.brush = Kuas
|
||||||
editor.openin = Buka di Penyuntingan
|
editor.openin = Buka di Penyuntingan
|
||||||
editor.oregen = Generasi Sumber Daya
|
editor.oregen = Generasi Sumber Daya
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Peraturan:
|
|||||||
editor.generation = Generasi:
|
editor.generation = Generasi:
|
||||||
editor.objectives = Tujuan
|
editor.objectives = Tujuan
|
||||||
editor.locales = Paket Lokal
|
editor.locales = Paket Lokal
|
||||||
|
editor.patches.guide = Panduan Patch Data
|
||||||
|
editor.patches = Patch Data
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]Tidak ada patchset yang dimuat.
|
||||||
|
editor.patches.errors = Daftar Patchset Error
|
||||||
|
editor.patches.importerror = Gagal mengimpor patchset
|
||||||
|
editor.patches.delete.confirm = Apakah Anda yakin ingin menghapus patchset ini?
|
||||||
|
editor.patch.fields = {0} bidang
|
||||||
editor.worldprocessors = Prosesor Dunia
|
editor.worldprocessors = Prosesor Dunia
|
||||||
editor.worldprocessors.editname = Sunting Nama
|
editor.worldprocessors.editname = Sunting Nama
|
||||||
editor.worldprocessors.none = [lightgray]Tidak ada blok prosesor dunia yang ditemukan!\nTambahkan satu di penyunting peta, atau gunakan \ue813 tombol Tambah di bawah.
|
editor.worldprocessors.none = [lightgray]Tidak ada blok prosesor dunia yang ditemukan!\nTambahkan satu di penyunting peta, atau gunakan \ue813 tombol Tambah di bawah.
|
||||||
@@ -516,7 +527,7 @@ waves.sort.type = Tipe
|
|||||||
waves.search = Cari gelombang...
|
waves.search = Cari gelombang...
|
||||||
waves.filter = Filter Unit
|
waves.filter = Filter Unit
|
||||||
waves.units.hide = Sembunyikan Semua
|
waves.units.hide = Sembunyikan Semua
|
||||||
waves.units.show = Perlihatkan Semua
|
waves.units.show = Tampilkan Semua
|
||||||
|
|
||||||
#these are intentionally in lower case
|
#these are intentionally in lower case
|
||||||
wavemode.counts = jumlah
|
wavemode.counts = jumlah
|
||||||
@@ -606,22 +617,22 @@ toolmode.underliquid.description = Gambarlah lantai di bawah ubin cair.
|
|||||||
|
|
||||||
filters.empty = [lightgray]Tidak ada penyaring! Tambahkan dengan tombol di bawah.
|
filters.empty = [lightgray]Tidak ada penyaring! Tambahkan dengan tombol di bawah.
|
||||||
|
|
||||||
filter.distort = Kerusakkan
|
filter.distort = Distorsi
|
||||||
filter.noise = Kebisingan
|
filter.noise = Noise
|
||||||
filter.enemyspawn = Pilih Titik Pendaratan Musuh
|
filter.enemyspawn = Pilih Titik Pendaratan Musuh
|
||||||
filter.spawnpath = Jalur ke Titik Pendaratan Musuh
|
filter.spawnpath = Jalur ke Titik Pendaratan Musuh
|
||||||
filter.corespawn = Pilih Inti
|
filter.corespawn = Pilih Inti
|
||||||
filter.median = Median
|
filter.median = Median
|
||||||
filter.oremedian = Median Bijih
|
filter.oremedian = Median Tambang
|
||||||
filter.blend = Campur
|
filter.blend = Blend
|
||||||
filter.defaultores = Sumber Daya Bawaan
|
filter.defaultores = Sumber Daya Bawaan
|
||||||
filter.ore = Sumber Daya
|
filter.ore = Sumber Daya
|
||||||
filter.rivernoise = Kebisingan Sungai
|
filter.rivernoise = Noise Sungai
|
||||||
filter.mirror = Cermin
|
filter.mirror = Mirror
|
||||||
filter.clear = Kosongkan
|
filter.clear = Kosongkan
|
||||||
filter.option.ignore = Biarkan
|
filter.option.ignore = Biarkan
|
||||||
filter.scatter = Penebaran
|
filter.scatter = Scatter
|
||||||
filter.terrain = Lahan
|
filter.terrain = Medan
|
||||||
filter.logic = Logika
|
filter.logic = Logika
|
||||||
|
|
||||||
filter.option.scale = Ukuran
|
filter.option.scale = Ukuran
|
||||||
@@ -630,7 +641,7 @@ filter.option.mag = Tingkat
|
|||||||
filter.option.threshold = Ambang
|
filter.option.threshold = Ambang
|
||||||
filter.option.circle-scale = Ukuran Lingkaran
|
filter.option.circle-scale = Ukuran Lingkaran
|
||||||
filter.option.octaves = Oktaf
|
filter.option.octaves = Oktaf
|
||||||
filter.option.falloff = Kemerosotan
|
filter.option.falloff = Falloff
|
||||||
filter.option.angle = Sudut
|
filter.option.angle = Sudut
|
||||||
filter.option.tilt = Miring
|
filter.option.tilt = Miring
|
||||||
filter.option.rotate = Putar
|
filter.option.rotate = Putar
|
||||||
@@ -771,7 +782,7 @@ error.invalidaddress = Alamat tidak valid.
|
|||||||
error.timedout = Kehabisan waktu!\nPastikan host mengaktifkan port forwarding, dan alamatnya benar!
|
error.timedout = Kehabisan waktu!\nPastikan host mengaktifkan port forwarding, dan alamatnya benar!
|
||||||
error.mismatch = Paket bermasalah:\nkemungkinan versi client/server berbeda.\nPastikan Anda dan host mempunyai versi terbaru Mindustry!
|
error.mismatch = Paket bermasalah:\nkemungkinan versi client/server berbeda.\nPastikan Anda dan host mempunyai versi terbaru Mindustry!
|
||||||
error.alreadyconnected = Sudah tersambung.
|
error.alreadyconnected = Sudah tersambung.
|
||||||
error.mapnotfound = File peta tidak ditemaukan!
|
error.mapnotfound = File peta tidak ditemukan!
|
||||||
error.io = Terjadi kesalahan jaringan I/O.
|
error.io = Terjadi kesalahan jaringan I/O.
|
||||||
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
||||||
error.bloom = Gagal untuk menjalankan efek bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
error.bloom = Gagal untuk menjalankan efek bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Selamat.\n\nMusuh di {0} telah dikalahkan.\n[lightgr
|
|||||||
sectorlist = Sektor
|
sectorlist = Sektor
|
||||||
sectorlist.attacked = {0} sedang diserang
|
sectorlist.attacked = {0} sedang diserang
|
||||||
sectors.unexplored = [lightgray]Belum Ditelusuri
|
sectors.unexplored = [lightgray]Belum Ditelusuri
|
||||||
|
sectors.attempts = Percobaan:
|
||||||
sectors.resources = Sumber Daya:
|
sectors.resources = Sumber Daya:
|
||||||
sectors.production = Produksi:
|
sectors.production = Produksi:
|
||||||
sectors.export = Ekspor:
|
sectors.export = Ekspor:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Gelombang:
|
|||||||
sectors.stored = Terisi:
|
sectors.stored = Terisi:
|
||||||
sectors.resume = Lanjutkan
|
sectors.resume = Lanjutkan
|
||||||
sectors.launch = Luncurkan
|
sectors.launch = Luncurkan
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d Lihat Kiriman
|
sectors.viewsubmission = \ue80d Lihat Kiriman
|
||||||
sectors.select = Pilih
|
sectors.select = Pilih
|
||||||
sectors.launchselect = Pilih Destinasi Peluncuran
|
sectors.launchselect = Pilih Destinasi Peluncuran
|
||||||
@@ -807,18 +820,17 @@ sectors.redirect = Arahkan Ulang Alas Peluncur
|
|||||||
sectors.rename = Ganti Nama Sektor
|
sectors.rename = Ganti Nama Sektor
|
||||||
sectors.enemybase = [scarlet]Markas Musuh
|
sectors.enemybase = [scarlet]Markas Musuh
|
||||||
sectors.vulnerable = [scarlet]Rawan diserang
|
sectors.vulnerable = [scarlet]Rawan diserang
|
||||||
sectors.underattack = [scarlet]Dalam Serangan! [accent]Kerusakan sebesar {0}%
|
sectors.underattack = [scarlet]Dalam Serangan!
|
||||||
sectors.underattack.nodamage = [scarlet]Belum Dikuasai
|
|
||||||
sectors.survives = [accent]Bertahan sebanyak {0} gelombang
|
|
||||||
sectors.go = Mulai
|
sectors.go = Mulai
|
||||||
sector.abandon = Tinggalkan
|
sector.abandon = Tinggalkan
|
||||||
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan?
|
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan?
|
||||||
sector.curcapture = Sektor Dikuasai
|
sector.curcapture = Sektor Dikuasai
|
||||||
|
sector.lockdown = [red]:peringatan:[accent] Sektor saat ini sedang diserang\n[lightgray]produksi, penelitian, ekspor dan impor dihentikan
|
||||||
sector.curlost = Sektor Gagal Bertahan
|
sector.curlost = Sektor Gagal Bertahan
|
||||||
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
||||||
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
||||||
sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
||||||
sector.capture = Sector [accent]{0}[white] Dikuasai!
|
sector.capture = Sektor [accent]{0}[white] Dikuasai!
|
||||||
sector.capture.current = Sektor Dikuasai!
|
sector.capture.current = Sektor Dikuasai!
|
||||||
sector.changeicon = Ubah Ikon
|
sector.changeicon = Ubah Ikon
|
||||||
sector.noswitch.title = Tidak Dapat Berpindah Sektor
|
sector.noswitch.title = Tidak Dapat Berpindah Sektor
|
||||||
@@ -853,12 +865,12 @@ sector.impact0078.name = Benturan 0078
|
|||||||
sector.groundZero.name = Titik Awal
|
sector.groundZero.name = Titik Awal
|
||||||
sector.craters.name = Kawah
|
sector.craters.name = Kawah
|
||||||
sector.frozenForest.name = Hutan Beku
|
sector.frozenForest.name = Hutan Beku
|
||||||
sector.ruinousShores.name = Pantai Yang Hancur
|
sector.ruinousShores.name = Runtuhan Pesisir
|
||||||
sector.stainedMountains.name = Gunung Bernoda
|
sector.stainedMountains.name = Gunung Bernoda
|
||||||
sector.desolateRift.name = Retakan Terpencil
|
sector.desolateRift.name = Retakan Terpencil
|
||||||
sector.nuclearComplex.name = Kompleks Produksi Nuklir
|
sector.nuclearComplex.name = Kompleks Produksi Nuklir
|
||||||
sector.overgrowth.name = Pertumbuhan
|
sector.overgrowth.name = Pertumbuhan
|
||||||
sector.tarFields.name = Lahan Perminyakan Mentah
|
sector.tarFields.name = Ladang Minyak
|
||||||
sector.saltFlats.name = Dataran Garam
|
sector.saltFlats.name = Dataran Garam
|
||||||
sector.fungalPass.name = Lintasan Spora
|
sector.fungalPass.name = Lintasan Spora
|
||||||
sector.biomassFacility.name = Pabrik Sintesis Biomassa
|
sector.biomassFacility.name = Pabrik Sintesis Biomassa
|
||||||
@@ -866,19 +878,20 @@ sector.windsweptIslands.name = Pulau Bersemilir
|
|||||||
sector.extractionOutpost.name = Pos Ekstraksi
|
sector.extractionOutpost.name = Pos Ekstraksi
|
||||||
sector.facility32m.name = Fasilitas 32 M
|
sector.facility32m.name = Fasilitas 32 M
|
||||||
sector.taintedWoods.name = Hutan Tercemar
|
sector.taintedWoods.name = Hutan Tercemar
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Ngarai Terinfestasi
|
||||||
sector.planetaryTerminal.name = Pusat Peluncuran Planet
|
sector.planetaryTerminal.name = Pusat Peluncuran Planet
|
||||||
sector.coastline.name = Tepi Pantai
|
sector.coastline.name = Tepi Pantai
|
||||||
sector.navalFortress.name = Benteng Laut
|
sector.navalFortress.name = Benteng Laut
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Pangkalan Kutub
|
||||||
sector.atolls.name = Atol
|
sector.atolls.name = Atol
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Kawasan Uji Coba
|
||||||
sector.seaPort.name = Pelabuhan Laut
|
sector.seaPort.name = Pelabuhan Laut
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Selat Terkikis
|
||||||
sector.mycelialBastion.name = Benteng Pertahanan Miselium
|
sector.mycelialBastion.name = Benteng Pertahanan Miselium
|
||||||
sector.frontier.name = Perbatasan
|
sector.frontier.name = Perbatasan
|
||||||
|
sector.sunkenPier.name = Dermaga Karam
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Benteng Energi Panas
|
sector.geothermalStronghold.name = Benteng Geotermal
|
||||||
|
|
||||||
sector.groundZero.description = Lokasi yang optimal untuk bermain satu kali lagi. Sangat sedikit musuh. Sedikit sumber daya.\nKumpulkan timah dan tembaga sebanyak yang Anda bisa.\nMulai dari sini.
|
sector.groundZero.description = Lokasi yang optimal untuk bermain satu kali lagi. Sangat sedikit musuh. Sedikit sumber daya.\nKumpulkan timah dan tembaga sebanyak yang Anda bisa.\nMulai dari sini.
|
||||||
sector.frozenForest.description = Di sini, dekat dengan gunung, spora sudah menyebar. Suhu dingin tidak dapat menahannya.\n\nMulailah hasilkan listrik. Bangun generator pembakar. Pelajari cara menggunakan mender.
|
sector.frozenForest.description = Di sini, dekat dengan gunung, spora sudah menyebar. Suhu dingin tidak dapat menahannya.\n\nMulailah hasilkan listrik. Bangun generator pembakar. Pelajari cara menggunakan mender.
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Musuh telah mendirikan markas di sebuah pulau
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -946,7 +960,7 @@ sector.stronghold.description = Markas musuh yang besar di sektor ini menjaga si
|
|||||||
sector.crevice.description = Musuh akan mengirimkan pasukan serangan yang hebat untuk menghancurkan markasmu di sektor ini.\nKembangkan [accent]karbida[] dan [accent]Generator Pirolisis[] mungkin imperatif untuk bertahan hidup.
|
sector.crevice.description = Musuh akan mengirimkan pasukan serangan yang hebat untuk menghancurkan markasmu di sektor ini.\nKembangkan [accent]karbida[] dan [accent]Generator Pirolisis[] mungkin imperatif untuk bertahan hidup.
|
||||||
sector.siege.description = Sektor ini memiliki dua ngarai paralel yang akan memaksa serangan dari dua arah.\nRiset [accent]sianogen[] untuk mendapatkan kemampuan untuk membuat unit tank yang lebih kuat.\nPeringatan: Rudal jarak jauh milik musuh telah terdeteksi. Rudal tersebut mungkin ditembak jatuh sebelum terjadi benturan.
|
sector.siege.description = Sektor ini memiliki dua ngarai paralel yang akan memaksa serangan dari dua arah.\nRiset [accent]sianogen[] untuk mendapatkan kemampuan untuk membuat unit tank yang lebih kuat.\nPeringatan: Rudal jarak jauh milik musuh telah terdeteksi. Rudal tersebut mungkin ditembak jatuh sebelum terjadi benturan.
|
||||||
sector.crossroads.description = Pangkalan musuh di sektor ini telah didirikan di berbagai medan. Riset unit yang berbeda untuk beradaptasi.\nSelain itu, beberapa markas telah dilindungi oleh perisai. Cari tahu bagaimana mereka diberi daya.
|
sector.crossroads.description = Pangkalan musuh di sektor ini telah didirikan di berbagai medan. Riset unit yang berbeda untuk beradaptasi.\nSelain itu, beberapa markas telah dilindungi oleh perisai. Cari tahu bagaimana mereka diberi daya.
|
||||||
sector.karst.description = Sektor ini kaya akan sumber daya, namun akan diserang oleh musuh begitu inti baru mendarat.\nManfaatkan sumber daya dan riset [accent]phase fabric[].
|
sector.karst.description = Sektor ini kaya akan sumber daya, namun akan diserang oleh musuh begitu inti baru mendarat.\nManfaatkan sumber daya dan riset [accent]fabrik phase[].
|
||||||
sector.origin.description = Sektor terakhir dengan kehadiran musuh yang signifikan.\nTidak ada peluang penelitian yang tersisa - fokuslah pada menghancurkan semua inti musuh.
|
sector.origin.description = Sektor terakhir dengan kehadiran musuh yang signifikan.\nTidak ada peluang penelitian yang tersisa - fokuslah pada menghancurkan semua inti musuh.
|
||||||
|
|
||||||
status.burning.name = Terbakar
|
status.burning.name = Terbakar
|
||||||
@@ -975,10 +989,10 @@ settings.controls = Kontrol
|
|||||||
settings.game = Permainan
|
settings.game = Permainan
|
||||||
settings.sound = Suara
|
settings.sound = Suara
|
||||||
settings.graphics = Grafik
|
settings.graphics = Grafik
|
||||||
settings.cleardata = Hapus Data Permainan...
|
settings.cleardata = Bersihkan Data Permainan...
|
||||||
settings.clear.confirm = Anda yakin ingin menghapus data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
settings.clear.confirm = Anda yakin ingin membersihkan data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
||||||
settings.clearall.confirm = [scarlet]PERINGATAN![]\nIni akan menghapus semua data permainan, termasuk simpanan, peta, bukaan dan keybind.\nSetelah Anda menekan 'ok' permainan akan menghapus semua data dan keluar otomatis.
|
settings.clearall.confirm = [scarlet]PERINGATAN![]\nIni akan membersihkan semua data permainan, termasuk simpanan, peta, teknologi yang terbuka, dan keybind.\nSetelah Anda menekan 'ok', permainan akan membersihkan semua data dan keluar secara otomatis.
|
||||||
settings.clearsaves.confirm = Anda yakin ingin menghapus semua simpanan?
|
settings.clearsaves.confirm = Anda yakin ingin membersihkan semua simpanan?
|
||||||
settings.clearsaves = Bersihkan Simpanan
|
settings.clearsaves = Bersihkan Simpanan
|
||||||
settings.clearresearch = Bersihkan Penelitian
|
settings.clearresearch = Bersihkan Penelitian
|
||||||
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye?
|
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye?
|
||||||
@@ -1010,10 +1024,14 @@ stat.opposites = Bertentangan
|
|||||||
stat.powercapacity = Kapasitas Tenaga
|
stat.powercapacity = Kapasitas Tenaga
|
||||||
stat.powershot = Tenaga/Tembakan
|
stat.powershot = Tenaga/Tembakan
|
||||||
stat.damage = Damage
|
stat.damage = Damage
|
||||||
|
stat.frequency = Frekuensi
|
||||||
stat.targetsair = Target Udara
|
stat.targetsair = Target Udara
|
||||||
stat.targetsground = Target Darat
|
stat.targetsground = Target Darat
|
||||||
|
stat.crushdamage = Damage Benturan
|
||||||
|
stat.legsplashdamage = Damage Percikan Kaki
|
||||||
|
stat.legsplashrange = Jarak Percikan Kaki
|
||||||
stat.itemsmoved = Kecepatan Barang
|
stat.itemsmoved = Kecepatan Barang
|
||||||
stat.launchtime = Waktu Antara Peluncuran
|
stat.launchtime = Selang Waktu Peluncuran
|
||||||
stat.shootrange = Jarak
|
stat.shootrange = Jarak
|
||||||
stat.size = Ukuran
|
stat.size = Ukuran
|
||||||
stat.displaysize = Ukuran Tampilan
|
stat.displaysize = Ukuran Tampilan
|
||||||
@@ -1023,12 +1041,12 @@ stat.linkrange = Jarak Tautan
|
|||||||
stat.instructions = Instruksi
|
stat.instructions = Instruksi
|
||||||
stat.powerconnections = Batas Sambungan
|
stat.powerconnections = Batas Sambungan
|
||||||
stat.poweruse = Penggunaan Tenaga
|
stat.poweruse = Penggunaan Tenaga
|
||||||
stat.powerdamage = Tenaga/Tembakan
|
stat.powerdamage = Tenaga/Damage
|
||||||
stat.itemcapacity = Kapasitas Item
|
stat.itemcapacity = Kapasitas Item
|
||||||
stat.memorycapacity = Kapasitas Memori
|
stat.memorycapacity = Kapasitas Memori
|
||||||
stat.basepowergeneration = Dasar Generasi Tenaga
|
stat.basepowergeneration = Produksi Tenaga Dasar
|
||||||
stat.productiontime = Waktu Produksi
|
stat.productiontime = Waktu Produksi
|
||||||
stat.repairtime = Waktu Perbaikan Blok Penuh
|
stat.repairtime = Waktu Penuh Perbaikan Blok
|
||||||
stat.repairspeed = Kecepatan Perbaikan
|
stat.repairspeed = Kecepatan Perbaikan
|
||||||
stat.weapons = Senjata
|
stat.weapons = Senjata
|
||||||
stat.bullet = Peluru
|
stat.bullet = Peluru
|
||||||
@@ -1047,10 +1065,11 @@ stat.maxconsecutive = Batas Konsekutif
|
|||||||
stat.buildcost = Biaya Bangunan
|
stat.buildcost = Biaya Bangunan
|
||||||
stat.inaccuracy = Melenceng
|
stat.inaccuracy = Melenceng
|
||||||
stat.shots = Tembakan
|
stat.shots = Tembakan
|
||||||
stat.reload = Kecepatan Penembakan
|
stat.reload = Laju Penembakan
|
||||||
stat.ammo = Amunisi
|
stat.ammo = Amunisi
|
||||||
stat.shieldhealth = Nyawa Perisai
|
stat.shieldhealth = Nyawa Perisai
|
||||||
stat.cooldowntime = Waktu Pendinginan
|
stat.cooldowntime = Waktu Pendinginan
|
||||||
|
stat.regenerationrate = Laju Pemulihan
|
||||||
stat.explosiveness = Daya Ledak
|
stat.explosiveness = Daya Ledak
|
||||||
stat.basedeflectchance = Peluang Defleksi Dasar
|
stat.basedeflectchance = Peluang Defleksi Dasar
|
||||||
stat.lightningchance = Peluang Menghasilkan Petir
|
stat.lightningchance = Peluang Menghasilkan Petir
|
||||||
@@ -1059,7 +1078,7 @@ stat.flammability = Daya Bakar
|
|||||||
stat.radioactivity = Daya Radioaktif
|
stat.radioactivity = Daya Radioaktif
|
||||||
stat.charge = Setruman
|
stat.charge = Setruman
|
||||||
stat.heatcapacity = Kapasitas Panas
|
stat.heatcapacity = Kapasitas Panas
|
||||||
stat.viscosity = Kelekatan
|
stat.viscosity = Kekentalan
|
||||||
stat.temperature = Suhu
|
stat.temperature = Suhu
|
||||||
stat.speed = Kecepatan
|
stat.speed = Kecepatan
|
||||||
stat.buildspeed = Kecepatan Membangun
|
stat.buildspeed = Kecepatan Membangun
|
||||||
@@ -1076,54 +1095,55 @@ stat.healthmultiplier = Penggandaan Nyawa
|
|||||||
stat.speedmultiplier = Penggandaan Kecepatan
|
stat.speedmultiplier = Penggandaan Kecepatan
|
||||||
stat.reloadmultiplier = Penggandaan Isi Ulang
|
stat.reloadmultiplier = Penggandaan Isi Ulang
|
||||||
stat.buildspeedmultiplier = Penggandaan Kecepatan Membangun
|
stat.buildspeedmultiplier = Penggandaan Kecepatan Membangun
|
||||||
stat.reactive = Reaksi
|
stat.reactive = Reaktif
|
||||||
stat.immunities = Kekebalan
|
stat.immunities = Kekebalan
|
||||||
stat.healing = Menyembuhkan
|
stat.healing = Menyembuhkan
|
||||||
stat.efficiency = [stat]{0}% Efisiensi
|
stat.efficiency = [stat]{0}% Efisiensi
|
||||||
|
|
||||||
ability.forcefield = Bidang Kekuatan
|
ability.forcefield = Perisai
|
||||||
ability.forcefield.description = Memproyeksikan perisai kekuatan yang menyerap peluru
|
ability.forcefield.description = Memproyeksikan perisai yang menyerap peluru
|
||||||
ability.repairfield = Bidang Perbaikan
|
ability.repairfield = Bidang Perbaikan
|
||||||
ability.repairfield.description = Memperbaiki unit terdekat
|
ability.repairfield.description = Memperbaiki unit terdekat
|
||||||
ability.statusfield = Bidang Status
|
ability.statusfield = Bidang Status
|
||||||
ability.statusfield.description = Menerapkan efek status ke unit terdekat
|
ability.statusfield.description = Menerapkan efek status ke unit terdekat
|
||||||
ability.unitspawn = Pabrik
|
ability.unitspawn = Pabrik
|
||||||
ability.unitspawn.description = Membangun unit
|
ability.unitspawn.description = Membangun unit
|
||||||
ability.shieldregenfield = Bidang Regenerasi Perisai
|
ability.shieldregenfield = Bidang Pemulihan Perisai
|
||||||
ability.shieldregenfield.description = Meregenerasi perisai unit di sekitar
|
ability.shieldregenfield.description = Memulihkan perisai unit di sekitarnya
|
||||||
ability.movelightning = Pergerakan Petir
|
ability.movelightning = Pergerakan Petir
|
||||||
ability.movelightning.description = Melepaskan petir sambil bergerak
|
ability.movelightning.description = Melepaskan petir saat bergerak
|
||||||
ability.armorplate = Pelindung Baja
|
ability.armorplate = Pelat Baja
|
||||||
ability.armorplate.description = Mengurangi kerusakan yang diterima saat menembak
|
ability.armorplate.description = Mengurangi damage yang diterima saat menembak
|
||||||
ability.shieldarc = Perisai Busur
|
ability.shieldarc = Perisai Busur
|
||||||
ability.shieldarc.description = Memproyeksikan perisai kekuatan dalam busur yang menyerap peluru
|
ability.shieldarc.description = Memproyeksikan perisai dalam busur yang menyerap atau menangkis peluru, misil, dan unit
|
||||||
ability.suppressionfield = Bidang Penahan Regen
|
ability.suppressionfield = Bidang Penahan Perbaikan
|
||||||
ability.suppressionfield.description = Menghentikan bangunan perbaikan di dekatnya
|
ability.suppressionfield.description = Menghentikan bangunan perbaikan di sekitarnya
|
||||||
ability.energyfield = Bidang Energi
|
ability.energyfield = Bidang Energi
|
||||||
ability.energyfield.description = Menyengat musuh di sekitar
|
ability.energyfield.description = Menyengat musuh di sekitar
|
||||||
ability.energyfield.healdescription = Menyengat musuh di sekitar dan menyembuhkan sekutu
|
ability.energyfield.healdescription = Menyengat musuh di sekitar dan memulihkan unit sekutu
|
||||||
ability.regen = Regenerasi Diri Sendiri
|
ability.regen = Pemulihan Diri Sendiri
|
||||||
ability.regen.description = Meregenerasi nyawa sendiri secara terus menerus
|
ability.regen.description = Memulihkan nyawa diri sendiri secara terus menerus
|
||||||
ability.liquidregen = Penyerapan Cairan
|
ability.liquidregen = Penyerapan Cairan
|
||||||
ability.liquidregen.description = Menyerap cairan untuk menyembuhkan dirinya sendiri
|
ability.liquidregen.description = Menyerap cairan untuk memulihkan dirinya sendiri
|
||||||
ability.spawndeath = Kematian-Munculkan
|
ability.spawndeath = Kematian-Munculkan
|
||||||
ability.spawndeath.description = Melepaskan unit saat mati
|
ability.spawndeath.description = Melepaskan unit saat mati
|
||||||
ability.liquidexplode = Kematian-Tumpahkan
|
ability.liquidexplode = Kematian-Tumpahkan
|
||||||
ability.liquidexplode.description = Menumpahkan cairan saat mati
|
ability.liquidexplode.description = Menumpahkan cairan saat mati
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] laju penembakan
|
ability.stat.firingrate = [stat]{0}/dtk[lightgray] laju penembakan
|
||||||
ability.stat.regen = [stat]{0}[lightgray] nyawa/detik
|
ability.stat.regen = [stat]{0}[lightgray] nyawa/detik
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] nyawa/denyut
|
ability.stat.pulseregen = [stat]{0}[lightgray] nyawa/denyut
|
||||||
ability.stat.shield = [stat]{0}[lightgray] perisai
|
ability.stat.shield = [stat]{0}[lightgray] nyawa perisai
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] kecepatan perbaikan
|
ability.stat.repairspeed = [stat]{0}/dtk[lightgray] kecepatan perbaikan
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] peluang defleksi
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] nyawa/unit cair
|
ability.stat.slurpheal = [stat]{0}[lightgray] nyawa/unit cair
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] waktu jeda
|
ability.stat.cooldown = [stat]{0} dtk[lightgray] waktu jeda
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] target maksimal
|
ability.stat.maxtargets = [stat]{0}[lightgray] target maksimal
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] jumlah jenis perbaikan yang sama
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] jumlah jenis perbaikan yang sama
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] pengurangan kerusakan
|
ability.stat.damagereduction = [stat]{0}%[lightgray] pengurangan damage
|
||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] kecepatan minimal
|
ability.stat.minspeed = [stat]{0} ubin/dtk[lightgray] kecepatan minimal
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] durasi
|
ability.stat.duration = [stat]{0} dtk[lightgray] durasi
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] waktu membangun
|
ability.stat.buildtime = [stat]{0} dtk[lightgray] waktu membangun
|
||||||
|
|
||||||
bar.displaytoolarge = Dimensi terlalu besar\n(Maks: {0}x{0})
|
bar.displaytoolarge = Dimensi terlalu besar\n(Maks: {0}x{0})
|
||||||
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
||||||
@@ -1133,12 +1153,12 @@ bar.noresources = Sumber Daya Tidak Cukup
|
|||||||
bar.corereq = Memerlukan Inti Markas
|
bar.corereq = Memerlukan Inti Markas
|
||||||
bar.corefloor = Ubin Zona Inti Dibutuhkan
|
bar.corefloor = Ubin Zona Inti Dibutuhkan
|
||||||
bar.cargounitcap = Kapasitas Unit Kargo Telah Mencapai Batas
|
bar.cargounitcap = Kapasitas Unit Kargo Telah Mencapai Batas
|
||||||
bar.drillspeed = Kecepatan Bor: {0}/s
|
bar.drillspeed = Kecepatan Bor: {0}/d
|
||||||
bar.pumpspeed = Kecepatan Pompa: {0}/s
|
bar.pumpspeed = Kecepatan Pompa: {0}/d
|
||||||
bar.efficiency = Efisiensi: {0}%
|
bar.efficiency = Efisiensi: {0}%
|
||||||
bar.boost = Pendorongan: +{0}%
|
bar.boost = Pendorongan: +{0}%
|
||||||
bar.powerbuffer = Tenaga Baterai: {0}/{1}
|
bar.powerbuffer = Tenaga Baterai: {0}/{1}
|
||||||
bar.powerbalance = Tenaga: {0}/s
|
bar.powerbalance = Tenaga: {0}/d
|
||||||
bar.powerstored = Disimpan: {0}/{1}
|
bar.powerstored = Disimpan: {0}/{1}
|
||||||
bar.poweramount = Tenaga: {0}
|
bar.poweramount = Tenaga: {0}
|
||||||
bar.poweroutput = Pengeluaran Tenaga: {0}
|
bar.poweroutput = Pengeluaran Tenaga: {0}
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Jeda Peluncuran
|
|||||||
bar.input = Masukan
|
bar.input = Masukan
|
||||||
bar.output = Keluaran
|
bar.output = Keluaran
|
||||||
bar.strength = [stat]{0}[lightgray]x penguatan
|
bar.strength = [stat]{0}[lightgray]x penguatan
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] waktu pulih
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
||||||
|
|
||||||
@@ -1167,8 +1188,8 @@ bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray]
|
|||||||
bullet.incendiary = [stat]membakar
|
bullet.incendiary = [stat]membakar
|
||||||
bullet.homing = [stat]mengejar
|
bullet.homing = [stat]mengejar
|
||||||
bullet.armorpierce = [stat]menembus pelindung
|
bullet.armorpierce = [stat]menembus pelindung
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas kerusakan
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
||||||
bullet.suppression = [stat]{0}[lightgray] detik penahanan perbaikan ~ [stat]{1}[lightgray] ubin
|
bullet.suppression = [stat]{0}[lightgray] detik penahan perbaikan ~ [stat]{1}[lightgray] ubin
|
||||||
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
||||||
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = jt
|
|||||||
unit.billions = m
|
unit.billions = m
|
||||||
unit.shots = tembakan
|
unit.shots = tembakan
|
||||||
unit.pershot = /tembakan
|
unit.pershot = /tembakan
|
||||||
|
unit.perleg = per kaki
|
||||||
category.purpose = Kegunaan
|
category.purpose = Kegunaan
|
||||||
category.general = Umum
|
category.general = Umum
|
||||||
category.power = Tenaga
|
category.power = Tenaga
|
||||||
@@ -1248,7 +1270,7 @@ setting.swapdiagonal.name = Penaruhan Selalu Diagonal
|
|||||||
setting.screenshake.name = Layar Getar
|
setting.screenshake.name = Layar Getar
|
||||||
setting.bloomintensity.name = Intensitas Bloom
|
setting.bloomintensity.name = Intensitas Bloom
|
||||||
setting.bloomblur.name = Blur Bloom
|
setting.bloomblur.name = Blur Bloom
|
||||||
setting.effects.name = Munculkan Efek
|
setting.effects.name = Tampilkan Efek
|
||||||
setting.destroyedblocks.name = Tunjukkan Blok yang Telah Hancur
|
setting.destroyedblocks.name = Tunjukkan Blok yang Telah Hancur
|
||||||
setting.blockstatus.name = Tunjukan Status Blok
|
setting.blockstatus.name = Tunjukan Status Blok
|
||||||
setting.conveyorpathfinding.name = Navigasi Konveyor/Pipa Otomatis
|
setting.conveyorpathfinding.name = Navigasi Konveyor/Pipa Otomatis
|
||||||
@@ -1260,19 +1282,19 @@ setting.fullscreen.name = Layar Penuh
|
|||||||
setting.borderlesswindow.name = Jendela tak Berbatas
|
setting.borderlesswindow.name = Jendela tak Berbatas
|
||||||
setting.borderlesswindow.name.windows = Layar Penuh tak Berbatas
|
setting.borderlesswindow.name.windows = Layar Penuh tak Berbatas
|
||||||
setting.borderlesswindow.description = Mulai ulang mungkin diperlukan untuk menerapkan perubahan.
|
setting.borderlesswindow.description = Mulai ulang mungkin diperlukan untuk menerapkan perubahan.
|
||||||
setting.fps.name = Tunjukkan FPS & Ping
|
setting.fps.name = Tampilkan FPS & Ping
|
||||||
setting.console.name = Hidupkan Konsol
|
setting.console.name = Hidupkan Konsol
|
||||||
setting.smoothcamera.name = Kamera Halus
|
setting.smoothcamera.name = Kamera Halus
|
||||||
setting.detach-camera.name = Kamera Bebas
|
setting.detach-camera.name = Kamera Bebas
|
||||||
setting.detach-camera.description = Jika diaktifkan, kamera tidak akan mengikuti unit pemain.\nPengaturan ini dapat ditambahkan ke keybind.
|
setting.detach-camera.description = Jika diaktifkan, kamera tidak akan mengikuti unit pemain.\nPengaturan ini dapat ditautkan ke keybind.
|
||||||
setting.vsync.name = VSync
|
setting.vsync.name = VSync
|
||||||
setting.pixelate.name = Mode Pixel
|
setting.pixelate.name = Mode Pixel
|
||||||
setting.minimap.name = Tunjukkan Peta Kecil
|
setting.minimap.name = Tampilkan Peta Kecil
|
||||||
setting.coreitems.name = Tunjukkan Bahan Inti
|
setting.coreitems.name = Tampilkan Bahan Inti
|
||||||
setting.position.name = Tunjukkan Posisi Pemain
|
setting.position.name = Tampilkan Posisi Pemain
|
||||||
setting.mouseposition.name = Tunjukkan Posisi Tetikus
|
setting.mouseposition.name = Tunjukkan Posisi Tetikus
|
||||||
setting.musicvol.name = Volume Musik
|
setting.musicvol.name = Volume Musik
|
||||||
setting.atmosphere.name = Tunjukkan Atmosfer Planet
|
setting.atmosphere.name = Tampilkan Atmosfer Planet
|
||||||
setting.drawlight.name = Gambar Kegelapan atau Pencahayaan
|
setting.drawlight.name = Gambar Kegelapan atau Pencahayaan
|
||||||
setting.ambientvol.name = Volume Sekeliling
|
setting.ambientvol.name = Volume Sekeliling
|
||||||
setting.mutemusic.name = Bisukan Musik
|
setting.mutemusic.name = Bisukan Musik
|
||||||
@@ -1288,7 +1310,7 @@ setting.lasersopacity.name = Jelas-Beningnya Laser Tenaga
|
|||||||
setting.unitlaseropacity.name = Jelas-Beningnya Laser Unit Menambang
|
setting.unitlaseropacity.name = Jelas-Beningnya Laser Unit Menambang
|
||||||
setting.bridgeopacity.name = Jelas-Beningnya Jembatan
|
setting.bridgeopacity.name = Jelas-Beningnya Jembatan
|
||||||
setting.playerchat.name = Tunjukkan Pesan Pemain
|
setting.playerchat.name = Tunjukkan Pesan Pemain
|
||||||
setting.showweather.name = Perlihatkan Cuaca
|
setting.showweather.name = Tampilkan Cuaca
|
||||||
setting.hidedisplays.name = Sembunyikan Tampilan Logika
|
setting.hidedisplays.name = Sembunyikan Tampilan Logika
|
||||||
setting.macnotch.name = Sesuaikan tampilan dengan batas layar
|
setting.macnotch.name = Sesuaikan tampilan dengan batas layar
|
||||||
setting.macnotch.description = Mulai ulang diperlukan untuk menerapkan perubahan
|
setting.macnotch.description = Mulai ulang diperlukan untuk menerapkan perubahan
|
||||||
@@ -1301,8 +1323,8 @@ public.beta = Ingat bahwa game dalam versi beta tidak dapat membuat lobi publik.
|
|||||||
uiscale.reset = Skala UI telah diubah.\nTekan "OK" untuk mengonfirmasi.\n[scarlet]Kembali dan keluar di[accent] {0}[] pengaturan...
|
uiscale.reset = Skala UI telah diubah.\nTekan "OK" untuk mengonfirmasi.\n[scarlet]Kembali dan keluar di[accent] {0}[] pengaturan...
|
||||||
uiscale.cancel = Batal & Keluar
|
uiscale.cancel = Batal & Keluar
|
||||||
setting.bloom.name = Bloom
|
setting.bloom.name = Bloom
|
||||||
keybind.title = Ganti Tombol
|
keybind.title = Ganti Keybind
|
||||||
keybinds.mobile = [scarlet]Mayoritas tombol tidak didukung oleh perangkat ponsel. Hanya gerakan dasar yang didukung.
|
keybinds.mobile = [scarlet]Mayoritas keybind tidak didukung oleh perangkat ponsel. Hanya gerakan dasar yang didukung.
|
||||||
category.general.name = Umum
|
category.general.name = Umum
|
||||||
category.view.name = Melihat
|
category.view.name = Melihat
|
||||||
category.command.name = Perintah Unit
|
category.command.name = Perintah Unit
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Tingkat A.I. Pembangun
|
|||||||
rules.rtsai = A.I. RTS [red](WIP)
|
rules.rtsai = A.I. RTS [red](WIP)
|
||||||
rules.rtsai.campaign = A.I. Serangan RTS
|
rules.rtsai.campaign = A.I. Serangan RTS
|
||||||
rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
|
rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
|
||||||
|
rules.clearsectoronloss = Bersihkan Sektor Setelah Kalah
|
||||||
|
rules.clearsectoronloss.info = Ketika suatu sektor telah dikalahkan oleh musuh, semua bangunan pemain dari percobaan sebelumnya akan dihilangkan.
|
||||||
rules.rtsminsquadsize = Ukuran Regu Minimum
|
rules.rtsminsquadsize = Ukuran Regu Minimum
|
||||||
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
||||||
rules.rtsminattackweight = Berat Serangan Minimum
|
rules.rtsminattackweight = Berat Serangan Minimum
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Bersihkan Bangunan Tim yang Kalah (PvP)
|
|||||||
rules.corecapture = Kuasai Inti Saat Penghancuran
|
rules.corecapture = Kuasai Inti Saat Penghancuran
|
||||||
rules.polygoncoreprotection = Poligon Pelindung Inti
|
rules.polygoncoreprotection = Poligon Pelindung Inti
|
||||||
rules.placerangecheck = Pemeriksaan Jarak Penempatan
|
rules.placerangecheck = Pemeriksaan Jarak Penempatan
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Sumber Daya Musuh Tak Terbatas
|
rules.enemyCheat = Sumber Daya Musuh Tak Terbatas
|
||||||
rules.blockhealthmultiplier = Penggandaan Nyawa Blok
|
rules.blockhealthmultiplier = Penggandaan Nyawa Blok
|
||||||
rules.blockdamagemultiplier = Penggandaan Damage Blok
|
rules.blockdamagemultiplier = Penggandaan Damage Blok
|
||||||
@@ -1454,8 +1482,10 @@ rules.unitbuildspeedmultiplier = Penggandaan Kecepatan Pembuatan Unit
|
|||||||
rules.unitcostmultiplier = Penggandaan Bahan Pembuatan Unit
|
rules.unitcostmultiplier = Penggandaan Bahan Pembuatan Unit
|
||||||
rules.unithealthmultiplier = Penggandaan Nyawa Unit
|
rules.unithealthmultiplier = Penggandaan Nyawa Unit
|
||||||
rules.unitdamagemultiplier = Penggandaan Damage Unit
|
rules.unitdamagemultiplier = Penggandaan Damage Unit
|
||||||
rules.unitcrashdamagemultiplier = Penggandaan Kerusakan Jatuhnya Unit
|
rules.unitcrashdamagemultiplier = Penggandaan Damage Jatuhnya Unit
|
||||||
rules.unitminespeedmultiplier = Penggandaan Kecepatan Unit Menambang
|
rules.unitminespeedmultiplier = Penggandaan Kecepatan Unit Menambang
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Penggandaan Tenaga Surya
|
rules.solarmultiplier = Penggandaan Tenaga Surya
|
||||||
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
||||||
rules.unitpayloadsexplode = Muatan yang Dibawa Meledak Bersama Unit
|
rules.unitpayloadsexplode = Muatan yang Dibawa Meledak Bersama Unit
|
||||||
@@ -1521,7 +1551,7 @@ item.titanium.name = Titanium
|
|||||||
item.thorium.name = Torium
|
item.thorium.name = Torium
|
||||||
item.silicon.name = Silikon
|
item.silicon.name = Silikon
|
||||||
item.plastanium.name = Plastanium
|
item.plastanium.name = Plastanium
|
||||||
item.phase-fabric.name = Phase Fabric
|
item.phase-fabric.name = Fabrik Phase
|
||||||
item.surge-alloy.name = Paduan Logam
|
item.surge-alloy.name = Paduan Logam
|
||||||
item.spore-pod.name = Polong Spora
|
item.spore-pod.name = Polong Spora
|
||||||
item.sand.name = Pasir
|
item.sand.name = Pasir
|
||||||
@@ -1663,7 +1693,7 @@ block.snow.name = Salju
|
|||||||
block.crater-stone.name = Kawah
|
block.crater-stone.name = Kawah
|
||||||
block.sand-water.name = Air pada Pasir
|
block.sand-water.name = Air pada Pasir
|
||||||
block.darksand-water.name = Air pada Pasir Hitam
|
block.darksand-water.name = Air pada Pasir Hitam
|
||||||
block.char.name = Bara
|
block.char.name = Bara Hangus
|
||||||
block.dacite.name = Dasit
|
block.dacite.name = Dasit
|
||||||
block.rhyolite.name = Riolit
|
block.rhyolite.name = Riolit
|
||||||
block.dacite-wall.name = Dinding Dasit
|
block.dacite-wall.name = Dinding Dasit
|
||||||
@@ -1680,41 +1710,41 @@ block.mud.name = Lumpur
|
|||||||
block.white-tree-dead.name = Pohon Putih Mati
|
block.white-tree-dead.name = Pohon Putih Mati
|
||||||
block.white-tree.name = Pohon Putih
|
block.white-tree.name = Pohon Putih
|
||||||
block.spore-cluster.name = Kumpulan Spora
|
block.spore-cluster.name = Kumpulan Spora
|
||||||
block.metal-floor.name = Lantai Besi 1
|
block.metal-floor.name = Lantai Logam 1
|
||||||
block.metal-floor-2.name = Lantai Besi 2
|
block.metal-floor-2.name = Lantai Logam 2
|
||||||
block.metal-floor-3.name = Lantai Besi 3
|
block.metal-floor-3.name = Lantai Logam 3
|
||||||
block.metal-floor-4.name = Lantai Besi 4
|
block.metal-floor-4.name = Lantai Logam 4
|
||||||
block.metal-floor-5.name = Lantai Besi 5
|
block.metal-floor-5.name = Lantai Logam 5
|
||||||
block.metal-floor-damaged.name = Lantai Besi Rusak
|
block.metal-floor-damaged.name = Lantai Logam Rusak
|
||||||
block.metal-tiles-1.name = Ubin Besi 1
|
block.metal-tiles-1.name = Ubin Logam 1
|
||||||
block.metal-tiles-2.name = Ubin Besi 2
|
block.metal-tiles-2.name = Ubin Logam 2
|
||||||
block.metal-tiles-3.name = Ubin Besi 3
|
block.metal-tiles-3.name = Ubin Logam 3
|
||||||
block.metal-tiles-4.name = Ubin Besi 4
|
block.metal-tiles-4.name = Ubin Logam 4
|
||||||
block.metal-tiles-5.name = Ubin Besi 5
|
block.metal-tiles-5.name = Ubin Logam 5
|
||||||
block.metal-tiles-6.name = Ubin Besi 6
|
block.metal-tiles-6.name = Ubin Logam 6
|
||||||
block.metal-tiles-7.name = Ubin Besi 7
|
block.metal-tiles-7.name = Ubin Logam 7
|
||||||
block.metal-tiles-8.name = Ubin Besi 8
|
block.metal-tiles-8.name = Ubin Logam 8
|
||||||
block.metal-tiles-9.name = Ubin Besi 9
|
block.metal-tiles-9.name = Ubin Logam 9
|
||||||
block.metal-tiles-10.name = Ubin Besi 10
|
block.metal-tiles-10.name = Ubin Logam 10
|
||||||
block.metal-tiles-11.name = Ubin Besi 11
|
block.metal-tiles-11.name = Ubin Logam 11
|
||||||
block.metal-tiles-12.name = Ubin Besi 12
|
block.metal-tiles-12.name = Ubin Logam 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = Ubin Logam 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = Dinding Logam 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = Dinding Logam 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = Dinding Logam 3
|
||||||
block.colored-floor.name = Lantai Berwarna
|
block.colored-floor.name = Lantai Berwarna
|
||||||
block.colored-wall.name = Dinding Berwarna
|
block.colored-wall.name = Dinding Berwarna
|
||||||
block.character-overlay.name = Lapisan Karakter
|
block.character-overlay.name = Lapisan Karakter
|
||||||
block.character-overlay-white.name = Lapisan Karakter (Putih)
|
block.character-overlay-white.name = Lapisan Karakter (Putih)
|
||||||
block.rune-overlay.name = Lapisan Rune
|
block.rune-overlay.name = Lapisan Aksara
|
||||||
block.rune-overlay-crux.name = Lapisan Rune (Crux)
|
block.rune-overlay-crux.name = Lapisan Aksara (Crux)
|
||||||
block.dark-panel-1.name = Panel Gelap 1
|
block.dark-panel-1.name = Panel Gelap 1
|
||||||
block.dark-panel-2.name = Panel Gelap 2
|
block.dark-panel-2.name = Panel Gelap 2
|
||||||
block.dark-panel-3.name = Panel Gelap 3
|
block.dark-panel-3.name = Panel Gelap 3
|
||||||
block.dark-panel-4.name = Panel Gelap 4
|
block.dark-panel-4.name = Panel Gelap 4
|
||||||
block.dark-panel-5.name = Panel Gelap 5
|
block.dark-panel-5.name = Panel Gelap 5
|
||||||
block.dark-panel-6.name = Panel Gelap 6
|
block.dark-panel-6.name = Panel Gelap 6
|
||||||
block.dark-metal.name = Besi Gelap
|
block.dark-metal.name = Logam Gelap
|
||||||
block.basalt.name = Basal
|
block.basalt.name = Basal
|
||||||
block.hotrock.name = Batu Panas
|
block.hotrock.name = Batu Panas
|
||||||
block.magmarock.name = Batu Magma
|
block.magmarock.name = Batu Magma
|
||||||
@@ -1738,7 +1768,7 @@ block.lancer.name = Lancer
|
|||||||
block.conveyor.name = Konveyor
|
block.conveyor.name = Konveyor
|
||||||
block.titanium-conveyor.name = Konveyor Berbahan Titanium
|
block.titanium-conveyor.name = Konveyor Berbahan Titanium
|
||||||
block.plastanium-conveyor.name = Konveyor Berbahan Plastanium
|
block.plastanium-conveyor.name = Konveyor Berbahan Plastanium
|
||||||
block.armored-conveyor.name = Konveyor Berlapis Baja
|
block.armored-conveyor.name = Konveyor Berlapis Torium
|
||||||
block.junction.name = Simpangan
|
block.junction.name = Simpangan
|
||||||
block.router.name = Pengarah
|
block.router.name = Pengarah
|
||||||
block.distributor.name = Distributor
|
block.distributor.name = Distributor
|
||||||
@@ -1817,8 +1847,8 @@ block.thermal-generator.name = Generator Panas
|
|||||||
block.surge-smelter.name = Pelebur Paduan Logam
|
block.surge-smelter.name = Pelebur Paduan Logam
|
||||||
block.mender.name = Mender
|
block.mender.name = Mender
|
||||||
block.mend-projector.name = Proyektor Mender
|
block.mend-projector.name = Proyektor Mender
|
||||||
block.surge-wall.name = Dinding Logam
|
block.surge-wall.name = Dinding Paduan Logam
|
||||||
block.surge-wall-large.name = Dinding Logam Besar
|
block.surge-wall-large.name = Dinding Paduan Logam Besar
|
||||||
block.cyclone.name = Cyclone
|
block.cyclone.name = Cyclone
|
||||||
block.fuse.name = Fuse
|
block.fuse.name = Fuse
|
||||||
block.shock-mine.name = Ranjau Kejut
|
block.shock-mine.name = Ranjau Kejut
|
||||||
@@ -1948,8 +1978,8 @@ block.tungsten-wall-large.name = Dinding Tungsten Besar
|
|||||||
block.blast-door.name = Pintu Blast
|
block.blast-door.name = Pintu Blast
|
||||||
block.carbide-wall.name = Dinding Karbida
|
block.carbide-wall.name = Dinding Karbida
|
||||||
block.carbide-wall-large.name = Dinding Karbida Besar
|
block.carbide-wall-large.name = Dinding Karbida Besar
|
||||||
block.reinforced-surge-wall.name = Dinding Logam yang Diperkuat
|
block.reinforced-surge-wall.name = Dinding Paduan Logam yang Diperkuat
|
||||||
block.reinforced-surge-wall-large.name = Dinding Logam Besar yang Diperkuat
|
block.reinforced-surge-wall-large.name = Dinding Paduan Logam Besar yang Diperkuat
|
||||||
block.shielded-wall.name = Dinding Berperisai
|
block.shielded-wall.name = Dinding Berperisai
|
||||||
block.radar.name = Radar
|
block.radar.name = Radar
|
||||||
block.build-tower.name = Menara Pembangun
|
block.build-tower.name = Menara Pembangun
|
||||||
@@ -1957,7 +1987,7 @@ block.regen-projector.name = Proyektor Penyembuhan
|
|||||||
block.shockwave-tower.name = Menara Gelombang Kejut
|
block.shockwave-tower.name = Menara Gelombang Kejut
|
||||||
block.shield-projector.name = Proyektor Perisai
|
block.shield-projector.name = Proyektor Perisai
|
||||||
block.large-shield-projector.name = Proyektor Perisai Besar
|
block.large-shield-projector.name = Proyektor Perisai Besar
|
||||||
block.armored-duct.name = Pipa Lapis Baja
|
block.armored-duct.name = Pipa Berlapis Tungsten
|
||||||
block.overflow-duct.name = Pipa Luapan
|
block.overflow-duct.name = Pipa Luapan
|
||||||
block.underflow-duct.name = Pipa Luapan Terbalik
|
block.underflow-duct.name = Pipa Luapan Terbalik
|
||||||
block.duct-unloader.name = Pipa Pembongkar Muatan
|
block.duct-unloader.name = Pipa Pembongkar Muatan
|
||||||
@@ -2050,7 +2080,7 @@ hint.desktopPause = Tekan [accent][[Spasi][] untuk menjeda dan menghentikan jeda
|
|||||||
hint.breaking = [accent]Klik Kanan[] dan seret untuk menghancurkan blok.
|
hint.breaking = [accent]Klik Kanan[] dan seret untuk menghancurkan blok.
|
||||||
hint.breaking.mobile = Aktifkan :hammer: [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
hint.breaking.mobile = Aktifkan :hammer: [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
||||||
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
||||||
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya.
|
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya, atau diperbaiki.
|
||||||
hint.research = Gunakan tombol :tree: [accent]Penelitian[] untuk mempelajari teknologi baru.
|
hint.research = Gunakan tombol :tree: [accent]Penelitian[] untuk mempelajari teknologi baru.
|
||||||
hint.research.mobile = Gunakan tombol :tree: [accent]Penelitian[] di :menu: [accent]Menu[] untuk mempelajari teknologi baru.
|
hint.research.mobile = Gunakan tombol :tree: [accent]Penelitian[] di :menu: [accent]Menu[] untuk mempelajari teknologi baru.
|
||||||
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
||||||
@@ -2091,14 +2121,14 @@ gz.lead = :lead: [accent]Timah[] adalah sumber daya lain yang umum digunakan.\nS
|
|||||||
gz.moveup = :up: Bergerak ke atas untuk objektif lebih lanjut.
|
gz.moveup = :up: Bergerak ke atas untuk objektif lebih lanjut.
|
||||||
gz.turrets = Riset dan tempatkan 2 menara :duo: [accent]Duo[] untuk mempertahankan inti.\nMenara Duo memerlukan amunisi :copper: [accent]tembaga[] dari konveyor.
|
gz.turrets = Riset dan tempatkan 2 menara :duo: [accent]Duo[] untuk mempertahankan inti.\nMenara Duo memerlukan amunisi :copper: [accent]tembaga[] dari konveyor.
|
||||||
gz.duoammo = Suplai menara Duo dengan [accent]tembaga[], menggunakan konveyor.
|
gz.duoammo = Suplai menara Duo dengan [accent]tembaga[], menggunakan konveyor.
|
||||||
gz.walls = [accent]Dinding[] dapat menahan kerusakan yang mencapai bangunan.\nTempatkan :copper-wall: [accent]dinding tembaga[] di sekitar menara.
|
gz.walls = [accent]Dinding[] dapat menahan damage yang mencapai bangunan lain.\nTempatkan :copper-wall: [accent]dinding tembaga[] di sekitar menara.
|
||||||
gz.defend = Musuh datang, bersiaplah untuk bertahan.
|
gz.defend = Musuh datang, bersiaplah untuk bertahan.
|
||||||
gz.aa = Unit terbang tidak dapat dengan mudah dibunuh dengan menara standar.\nMenara :scatter: [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi memerlukan :lead: [accent]timah[] sebagai amunisi.
|
gz.aa = Unit terbang tidak dapat dengan mudah dijatuhkan dengan menara standar.\nMenara :scatter: [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi memerlukan :lead: [accent]timah[] sebagai amunisi.
|
||||||
gz.scatterammo = Suplai Menara Scatter dengan [accent]timah[], menggunakan konveyor.
|
gz.scatterammo = Suplai menara Scatter dengan [accent]timah[], menggunakan konveyor.
|
||||||
gz.supplyturret = [accent]Suplai Menara
|
gz.supplyturret = [accent]Suplai Menara
|
||||||
gz.zone1 = Ini adalah zona pendaratan musuh.
|
gz.zone1 = Ini adalah zona pendaratan musuh.
|
||||||
gz.zone2 = Apa pun yang dibangun dalam radius tersebut \nakan hancur ketika gelombang mulai.
|
gz.zone2 = Apa pun yang dibangun dalam radius tersebut \nakan hancur ketika gelombang mulai.
|
||||||
gz.zone3 = Gelombang akan dimulai sekarang. Bersiap.
|
gz.zone3 = Gelombang akan dimulai sekarang. Bersiaplah.
|
||||||
gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahanlah terhadap semua gelombang untuk [accent]menaklukkan sektor[].
|
gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahanlah terhadap semua gelombang untuk [accent]menaklukkan sektor[].
|
||||||
|
|
||||||
onset.mine = Klik untuk menambang :beryllium: [accent]berilium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
|
onset.mine = Klik untuk menambang :beryllium: [accent]berilium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
|
||||||
@@ -2114,13 +2144,13 @@ onset.research2 = Mulailah meneliti [accent]bangunan pabrik[].\nRiset :cliff-cru
|
|||||||
onset.arcfurnace = Tungku Listrik Silikon memerlukan :sand: [accent]pasir[] dan :graphite: [accent]grafit[] untuk membuat :silicon: [accent]silikon[].\n[accent]Tenaga[] juga dibutuhkan.
|
onset.arcfurnace = Tungku Listrik Silikon memerlukan :sand: [accent]pasir[] dan :graphite: [accent]grafit[] untuk membuat :silicon: [accent]silikon[].\n[accent]Tenaga[] juga dibutuhkan.
|
||||||
onset.crusher = Gunakan :cliff-crusher: [accent]penghancur tebing[] untuk menambang pasir.
|
onset.crusher = Gunakan :cliff-crusher: [accent]penghancur tebing[] untuk menambang pasir.
|
||||||
onset.fabricator = Gunakan [accent]unit[] untuk menjelajah peta, mempertahakan bangunan, dan menyerang musuh. Riset dan tempatkan :tank-fabricator: [accent]pabrikator tank[].
|
onset.fabricator = Gunakan [accent]unit[] untuk menjelajah peta, mempertahakan bangunan, dan menyerang musuh. Riset dan tempatkan :tank-fabricator: [accent]pabrikator tank[].
|
||||||
onset.makeunit = Produksi sebuah unit.\nGunakan tombol "?" untuk melihat persyaratan pabrik yang dipilih.
|
onset.makeunit = Produksi sebuah unit.\nTekan tombol "?" untuk melihat persyaratan pabrik yang dipilih.
|
||||||
onset.turrets = Unit sangatlah efektif, namun [accent]menara[] memberikan kemampuan pertahanan yang lebih baik jika digunakan secara efektif.\nTempatkan menara :breach: [accent]Breach[].\nMenara memerlukan amunisi :beryllium: [accent]berilium[].
|
onset.turrets = Unit sangatlah efektif, namun [accent]menara[] memberikan kemampuan pertahanan yang lebih baik jika digunakan secara efektif.\nTempatkan menara :breach: [accent]Breach[].\nMenara memerlukan amunisi :beryllium: [accent]berilium[].
|
||||||
onset.turretammo = Suplai menara dengan [accent]amunisi berilium.[]
|
onset.turretammo = Suplai menara dengan [accent]amunisi berilium.[]
|
||||||
onset.walls = [accent]Dinding[] dapat mencegah kerusakan yang datang pada bangunan.\nTempatkan beberapa :beryllium-wall: [accent]dinding berilium[] di sekitar menara.
|
onset.walls = [accent]Dinding[] dapat mencegah damage yang datang pada bangunan lain.\nTempatkan beberapa :beryllium-wall: [accent]dinding berilium[] di sekitar menara.
|
||||||
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
||||||
onset.defenses = [accent]Siapkan pertahanan:[lightgray] {0}
|
onset.defenses = [accent]Siapkan pertahanan:[lightgray] {0}
|
||||||
onset.attack = Musuh dalam keadaan rentan diserang. Luncurkan serangan balik.
|
onset.attack = Musuh dalam keadaan rentan diserang. Lancarkan serangan balasan.
|
||||||
onset.cores = Inti baru dapat ditempatkan di [accent]ubin inti[].\nInti baru berfungsi sebagai pangkalan depan dan berbagi sumber daya dengan inti lainnya.\nTempatkan sebuah :core-bastion: inti.
|
onset.cores = Inti baru dapat ditempatkan di [accent]ubin inti[].\nInti baru berfungsi sebagai pangkalan depan dan berbagi sumber daya dengan inti lainnya.\nTempatkan sebuah :core-bastion: inti.
|
||||||
onset.detect = Musuh akan dapat mendeteksi Anda dalam 2 menit.\nSiapkan pertahanan, penambangan, dan produksi.
|
onset.detect = Musuh akan dapat mendeteksi Anda dalam 2 menit.\nSiapkan pertahanan, penambangan, dan produksi.
|
||||||
onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].\n[accent]Klik kiri dan seret[] untuk memilih unit.\n[accent]Klik kanan[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].\n[accent]Klik kiri dan seret[] untuk memilih unit.\n[accent]Klik kanan[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
||||||
@@ -2148,7 +2178,7 @@ item.scrap.description = Digunakan pada Pelebur dan Penghancur untuk dimurnikan
|
|||||||
item.scrap.details = Sisa-sisa dari unit dan bangunan tua.
|
item.scrap.details = Sisa-sisa dari unit dan bangunan tua.
|
||||||
item.silicon.description = Digunakan pada panel surya, bahan elektronik yang kompleks dan amunisi yang bisa mengejar.
|
item.silicon.description = Digunakan pada panel surya, bahan elektronik yang kompleks dan amunisi yang bisa mengejar.
|
||||||
item.plastanium.description = Digunakan dalam unit canggih, isolasi dan amunisi fragmentasi.
|
item.plastanium.description = Digunakan dalam unit canggih, isolasi dan amunisi fragmentasi.
|
||||||
item.phase-fabric.description = Digunakan pada elektronik canggih dan teknologi perbaikan diri sendiri.
|
item.phase-fabric.description = Digunakan pada elektronik canggih dan teknologi pemulihan diri sendiri.
|
||||||
item.surge-alloy.description = Digunakan di pertahanan yang lebih canggih dan struktur pertahanan reaktif.
|
item.surge-alloy.description = Digunakan di pertahanan yang lebih canggih dan struktur pertahanan reaktif.
|
||||||
item.spore-pod.description = Digunakan untuk produksi minyak, bahan peledak dan bahan bakar.
|
item.spore-pod.description = Digunakan untuk produksi minyak, bahan peledak dan bahan bakar.
|
||||||
item.spore-pod.details = Spora. Sepertinya bentuk kehidupan sintetis. Menghasilkan gas beracun yang meracuni kehidupan biologis lainnya. Sangat mudah menyebar. Sangat mudah terbakar dalam kondisi tertentu.
|
item.spore-pod.details = Spora. Sepertinya bentuk kehidupan sintetis. Menghasilkan gas beracun yang meracuni kehidupan biologis lainnya. Sangat mudah menyebar. Sangat mudah terbakar dalam kondisi tertentu.
|
||||||
@@ -2172,7 +2202,7 @@ liquid.ozone.description = Digunakan sebagai bahan bakar dan zat pengoksidasi da
|
|||||||
liquid.hydrogen.description = Digunakan dalam ekstraksi sumber daya, produksi unit, dan perbaikan bangunan. Mudah terbakar.
|
liquid.hydrogen.description = Digunakan dalam ekstraksi sumber daya, produksi unit, dan perbaikan bangunan. Mudah terbakar.
|
||||||
liquid.cyanogen.description = Digunakan untuk amunisi, pembangunan unit canggih, dan berbagai reaksi pada blok canggih. Sangat mudah terbakar.
|
liquid.cyanogen.description = Digunakan untuk amunisi, pembangunan unit canggih, dan berbagai reaksi pada blok canggih. Sangat mudah terbakar.
|
||||||
liquid.nitrogen.description = Digunakan dalam ekstraksi sumber daya, pembuatan gas, dan produksi unit. Lembam.
|
liquid.nitrogen.description = Digunakan dalam ekstraksi sumber daya, pembuatan gas, dan produksi unit. Lembam.
|
||||||
liquid.neoplasm.description = Produk sampingan biologis yang berbahaya dari reaktor Neoplasia. Sangat cepat menyebar ketika menyentuh blok yang mengandung air yang ada di dekatnya, dan merusak blok tersebut secara perlahan. Kental.
|
liquid.neoplasm.description = Produk sampingan biologis yang berbahaya dari reaktor neoplasia. Sangat cepat menyebar ketika menyentuh blok yang mengandung air yang ada di dekatnya, dan merusak blok tersebut secara perlahan. Kental.
|
||||||
liquid.neoplasm.details = Neoplasma. Sel sintetik Massa yang membelah dengan cepat dan tak terkendali dengan konsistensi seperti lumpur. Tahan panas. Sangat berbahaya bagi bangunan apa pun yang melibatkan air.\n\nTerlalu rumit dan tidak stabil untuk analisis standar. Potensi penerapan tidak diketahui. Dianjurkan untuk dibakar pada kolam lava.
|
liquid.neoplasm.details = Neoplasma. Sel sintetik Massa yang membelah dengan cepat dan tak terkendali dengan konsistensi seperti lumpur. Tahan panas. Sangat berbahaya bagi bangunan apa pun yang melibatkan air.\n\nTerlalu rumit dan tidak stabil untuk analisis standar. Potensi penerapan tidak diketahui. Dianjurkan untuk dibakar pada kolam lava.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelik
|
block.derelict = \uf77e [lightgray]Derelik
|
||||||
@@ -2186,8 +2216,8 @@ block.multi-press.description = Memadatkan bongkahan batu bara menjadi lempengan
|
|||||||
block.silicon-smelter.description = Memproduksi silikon dari pasir dan batu bara.
|
block.silicon-smelter.description = Memproduksi silikon dari pasir dan batu bara.
|
||||||
block.kiln.description = Membakar pasir dan timah menjadi metaglass.
|
block.kiln.description = Membakar pasir dan timah menjadi metaglass.
|
||||||
block.plastanium-compressor.description = Memproduksi plastanium dari minyak dan titanium.
|
block.plastanium-compressor.description = Memproduksi plastanium dari minyak dan titanium.
|
||||||
block.phase-weaver.description = Mensintesis phase fabric dari torium dan pasir.
|
block.phase-weaver.description = Mensintesis fabrik phase dari torium dan pasir.
|
||||||
block.surge-smelter.description = Memproduksi campuran logam dari titanium, timah, silikon dan tembaga.
|
block.surge-smelter.description = Memproduksi paduan logam dari titanium, timah, silikon dan tembaga.
|
||||||
block.cryofluid-mixer.description = Mencampur air dan titanium untuk memproduksi cairan dingin.
|
block.cryofluid-mixer.description = Mencampur air dan titanium untuk memproduksi cairan dingin.
|
||||||
block.blast-mixer.description = Memproduksi senyawa peledak dari pyratit dan polong spora.
|
block.blast-mixer.description = Memproduksi senyawa peledak dari pyratit dan polong spora.
|
||||||
block.pyratite-mixer.description = Mencampur batu bara, timah dan pasir menjadi pyratit.
|
block.pyratite-mixer.description = Mencampur batu bara, timah dan pasir menjadi pyratit.
|
||||||
@@ -2223,10 +2253,10 @@ block.scrap-wall-huge.description = Melindungi bangunan dari tembakan musuh.
|
|||||||
block.scrap-wall-gigantic.description = Melindungi bangunan dari tembakan musuh.
|
block.scrap-wall-gigantic.description = Melindungi bangunan dari tembakan musuh.
|
||||||
block.door.description = Dinding yang bisa dibuka dan ditutup.
|
block.door.description = Dinding yang bisa dibuka dan ditutup.
|
||||||
block.door-large.description = Dinding yang bisa dibuka dan ditutup.
|
block.door-large.description = Dinding yang bisa dibuka dan ditutup.
|
||||||
block.mender.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan silikon untuk meningkatkan jangkauan dan efisiensi.
|
block.mender.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan silikon untuk menambah jangkauan dan efisiensi.
|
||||||
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan phase fabric untuk meningkatkan jangkauan dan efisiensi.
|
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan fabrik phase untuk menambah jangkauan dan efisiensi.
|
||||||
block.overdrive-projector.description = Menambah kecepatan bangunan sekitar.\nDapat menggunakan phase fabric untuk meningkatkan jangkauan dan efisiensi. Efek Pemercepat tidak dapat ditumpuk.
|
block.overdrive-projector.description = Meningkatkan kecepatan bangunan sekitar.\nDapat menggunakan fabrik phase untuk menambah jangkauan dan efisiensi. Efek Pemercepat tidak dapat ditumpuk.
|
||||||
block.force-projector.description = Menciptakan pelindung heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Jika terlalu banyak kerusakan yang diterima akan membuat proyektor kepanasan. Dapat menggunakan cairan pendingin untuk mencegah panas berlebih. Phase fabric meningkatkan ukuran pelindung.
|
block.force-projector.description = Menciptakan pelindung heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Terlalu banyak damage yang diserap akan membuat proyektor kepanasan. Dapat menggunakan cairan pendingin untuk mencegah panas berlebih. Fabrik phase dapat meningkatkan ukuran pelindung.
|
||||||
block.shock-mine.description = Mengeluarkan setruman listrik setelah diinjak musuh.
|
block.shock-mine.description = Mengeluarkan setruman listrik setelah diinjak musuh.
|
||||||
block.conveyor.description = Memindahkan barang ke depan.
|
block.conveyor.description = Memindahkan barang ke depan.
|
||||||
block.titanium-conveyor.description = Memindahkan barang ke depan. Lebih cepat daripada konveyor biasa.
|
block.titanium-conveyor.description = Memindahkan barang ke depan. Lebih cepat daripada konveyor biasa.
|
||||||
@@ -2311,9 +2341,9 @@ block.parallax.description = Menembakkan laser yang menarik target udara, juga m
|
|||||||
block.tsunami.description = Menembakkan cairan dalam jumlah dan tekanan besar ke arah musuh. Dapat memadamkan api secara otomatis jika diisi dengan air.
|
block.tsunami.description = Menembakkan cairan dalam jumlah dan tekanan besar ke arah musuh. Dapat memadamkan api secara otomatis jika diisi dengan air.
|
||||||
block.silicon-crucible.description = Memurnikan silikon dari pasir dan batu bara, menggunakan pyratit sebagai sumber panas tambahan. Lebih efesien jika diletakkan di area yang panas.
|
block.silicon-crucible.description = Memurnikan silikon dari pasir dan batu bara, menggunakan pyratit sebagai sumber panas tambahan. Lebih efesien jika diletakkan di area yang panas.
|
||||||
block.disassembler.description = Memisahkan lava menjadi mineral langka dalam efesiensi rendah. Bisa memproduksi torium.
|
block.disassembler.description = Memisahkan lava menjadi mineral langka dalam efesiensi rendah. Bisa memproduksi torium.
|
||||||
block.overdrive-dome.description = Menambahkan kecepatan pada bangunan di sekitarnya. Memerlukan phase fabric dan silikon untuk bekerja. Efek Pemercepat tidak dapat ditumpuk.
|
block.overdrive-dome.description = Meningkatkan kecepatan pada bangunan di sekitarnya. Memerlukan fabrik phase dan silikon untuk bekerja. Efek Pemercepat tidak dapat ditumpuk.
|
||||||
block.payload-conveyor.description = Memindahkan muatan yang besar, seperti unit dari pabrik. Magnetik. Dapat digunakan di lingkungan tanpa gravitasi
|
block.payload-conveyor.description = Memindahkan muatan yang besar, seperti unit dari pabrik. Magnetik. Dapat digunakan di lingkungan tanpa gravitasi.
|
||||||
block.payload-router.description = Membagi muatan masukan menjadi 3 arah keluaran. Magnetik. Dapat digunakan di lingkungan tanpa gravitasi
|
block.payload-router.description = Membagi muatan masukan menjadi 3 arah keluaran. Magnetik. Dapat digunakan di lingkungan tanpa gravitasi.
|
||||||
block.ground-factory.description = Memproduksi unit darat. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
block.ground-factory.description = Memproduksi unit darat. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||||
block.air-factory.description = Memproduksi unit udara. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
block.air-factory.description = Memproduksi unit udara. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||||
block.naval-factory.description = Memproduksi unit laut. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
block.naval-factory.description = Memproduksi unit laut. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||||
@@ -2329,9 +2359,9 @@ block.memory-cell.description = Menyimpan informasi untuk prosesor.
|
|||||||
block.memory-bank.description = Menyimpan informasi untuk prosesor. Berkapasitas besar.
|
block.memory-bank.description = Menyimpan informasi untuk prosesor. Berkapasitas besar.
|
||||||
block.logic-display.description = Menampilkan grafik sembarang dari prosesor.
|
block.logic-display.description = Menampilkan grafik sembarang dari prosesor.
|
||||||
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Tampilan lebih besar.
|
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Tampilan lebih besar.
|
||||||
block.tile-logic-display.description = Menampilkan grafis sembarang dari prosesor.\nTerhubung secara mulus ke blok tampilan logika ubin yang saling berdekatan.
|
block.tile-logic-display.description = Menampilkan grafis sembarang dari prosesor.\nTerhubung secara mulus ke blok tampilan logika ubin yang saling berdempetan.
|
||||||
block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik raksasa. Meluncurkan Inti dengan kecepatan tinggi untuk peluncuran antarplanet.
|
block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik raksasa. Meluncurkan Inti dengan kecepatan tinggi untuk peluncuran antarplanet.
|
||||||
block.repair-turret.description = Memulihkan unit terdekat yang sekarat dalam jangkauan secara terus-menerus. Dapat menerima pendingin (Opsional).
|
block.repair-turret.description = Memulihkan unit terdekat yang sekarat dalam jangkauan secara terus-menerus. Dapat menerima pendingin.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
|
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
|
||||||
@@ -2351,14 +2381,14 @@ block.silicon-arc-furnace.description = Memurnikan silikon dari pasir dan grafit
|
|||||||
block.oxidation-chamber.description = Mengubah berilium dan ozon menjadi oksida. Memancarkan panas sebagai produk sampingan.
|
block.oxidation-chamber.description = Mengubah berilium dan ozon menjadi oksida. Memancarkan panas sebagai produk sampingan.
|
||||||
block.electric-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan daya yang besar.
|
block.electric-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan daya yang besar.
|
||||||
block.slag-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan lava.
|
block.slag-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan lava.
|
||||||
block.phase-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan phase fabric.
|
block.phase-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan fabrik phase.
|
||||||
block.heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
block.heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
||||||
block.small-heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
block.small-heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
||||||
block.heat-router.description = Menyebarkan akumulasi panas ke tiga arah.
|
block.heat-router.description = Menyebarkan akumulasi panas ke tiga arah.
|
||||||
block.electrolyzer.description = Mengubah air menjadi gas hidrogen dan ozon. Mengeluarkan gas yang dihasilkan dalam dua arah yang berlawanan, ditandai dengan warna yang sesuai.
|
block.electrolyzer.description = Mengubah air menjadi gas hidrogen dan ozon. Mengeluarkan gas yang dihasilkan dalam dua arah yang berlawanan, ditandai dengan warna yang sesuai.
|
||||||
block.atmospheric-concentrator.description = Mengkonsentrasikan nitrogen dari atmosfer. Memerlukan panas.
|
block.atmospheric-concentrator.description = Mengkonsentrasikan nitrogen dari atmosfer. Memerlukan panas.
|
||||||
block.surge-crucible.description = Memproduksi paduan logam dari silikon dan unsur logam dalam lava. Memerlukan panas.
|
block.surge-crucible.description = Memproduksi paduan logam dari silikon dan unsur logam dalam lava. Memerlukan panas.
|
||||||
block.phase-synthesizer.description = Mensintesis phase fabric dari torium, pasir, dan ozon. Memerlukan panas.
|
block.phase-synthesizer.description = Mensintesis fabrik phase dari torium, pasir, dan ozon. Memerlukan panas.
|
||||||
block.carbide-crucible.description = Memadukan grafit dan tungsten menjadi karbida. Memerlukan panas.
|
block.carbide-crucible.description = Memadukan grafit dan tungsten menjadi karbida. Memerlukan panas.
|
||||||
block.cyanogen-synthesizer.description = Mensintesis sianogen dari arkisit dan grafit. Memerlukan panas.
|
block.cyanogen-synthesizer.description = Mensintesis sianogen dari arkisit dan grafit. Memerlukan panas.
|
||||||
block.slag-incinerator.description = Membakar benda atau cairan yang tidak mudah menguap. Memerlukan lava.
|
block.slag-incinerator.description = Membakar benda atau cairan yang tidak mudah menguap. Memerlukan lava.
|
||||||
@@ -2366,7 +2396,7 @@ block.vent-condenser.description = Mengondensasi gas ventilasi menjadi air. Meme
|
|||||||
block.plasma-bore.description = Saat ditempatkan menghadap dinding bijih, mengeluarkan bahan tanpa batas. Memerlukan daya dalam jumlah kecil.
|
block.plasma-bore.description = Saat ditempatkan menghadap dinding bijih, mengeluarkan bahan tanpa batas. Memerlukan daya dalam jumlah kecil.
|
||||||
block.large-plasma-bore.description = Bor plasma yang lebih besar. Mampu menambang tungsten dan torium. Memerlukan hidrogen dan tenaga.
|
block.large-plasma-bore.description = Bor plasma yang lebih besar. Mampu menambang tungsten dan torium. Memerlukan hidrogen dan tenaga.
|
||||||
block.cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Memerlukan tenaga. Efisiensi bervariasi berdasarkan jenis dinding.
|
block.cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Memerlukan tenaga. Efisiensi bervariasi berdasarkan jenis dinding.
|
||||||
block.large-cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Memerlukan tenaga dan ozon. Efisiensi bervariasi berdasarkan jenis dinding. Gunakan Tungsten untuk meningkatkan efisiensi (Opsional).
|
block.large-cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Memerlukan tenaga dan hidrogen. Efisiensi bervariasi berdasarkan jenis dinding. Dapat menggunakan grafit untuk meningkatkan efisiensi.
|
||||||
block.impact-drill.description = Saat ditempatkan pada bijih, mengeluarkan bahan dalam ledakan tanpa batas. Memerlukan listrik dan air.
|
block.impact-drill.description = Saat ditempatkan pada bijih, mengeluarkan bahan dalam ledakan tanpa batas. Memerlukan listrik dan air.
|
||||||
block.eruption-drill.description = Bor tumbukan yang ditingkatkan. Mampu menambang torium. Memerlukan hidrogen.
|
block.eruption-drill.description = Bor tumbukan yang ditingkatkan. Mampu menambang torium. Memerlukan hidrogen.
|
||||||
block.reinforced-conduit.description = Memindahkan cairan ke depan. Tidak menerima masukkan ke samping.
|
block.reinforced-conduit.description = Memindahkan cairan ke depan. Tidak menerima masukkan ke samping.
|
||||||
@@ -2389,12 +2419,12 @@ block.duct.description = Memindahkan barang ke depan. Hanya mampu menyimpan satu
|
|||||||
block.armored-duct.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
|
block.armored-duct.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
|
||||||
block.duct-router.description = Mendistribusikan barang secara merata ke tiga arah. Hanya menerima barang dari sisi belakang. Dapat dikonfigurasi sebagai penyortir barang.
|
block.duct-router.description = Mendistribusikan barang secara merata ke tiga arah. Hanya menerima barang dari sisi belakang. Dapat dikonfigurasi sebagai penyortir barang.
|
||||||
block.overflow-duct.description = Hanya mengeluarkan barang ke samping jika jalur depan diblokir.
|
block.overflow-duct.description = Hanya mengeluarkan barang ke samping jika jalur depan diblokir.
|
||||||
block.duct-bridge.description = Memindahkan barang di atas medan dan bangunan
|
block.duct-bridge.description = Memindahkan barang melintasi medan dan bangunan
|
||||||
block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di belakangnya. Tidak dapat membongkar dari inti.
|
block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di belakangnya. Tidak dapat membongkar dari inti.
|
||||||
block.underflow-duct.description = Kebalikan dari pipa luapan. Mengeluarkan barang ke depan jika jalur kiri dan kanan terblokir.
|
block.underflow-duct.description = Kebalikan dari pipa luapan. Mengeluarkan barang ke depan jika jalur kiri dan kanan terblokir.
|
||||||
block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran penyeberangan.
|
block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran penyeberangan.
|
||||||
block.surge-conveyor.description = Memindahkan barang secara bertumpuk. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
block.surge-conveyor.description = Memindahkan barang secara bertumpuk. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||||
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor lonjakan. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor berbahan logam. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||||
block.unit-cargo-loader.description = Membuat unit kargo. Unit kargo secara otomatis mendistribusikan barang ke titik bongkar muatan unit kargo dengan filter yang cocok.
|
block.unit-cargo-loader.description = Membuat unit kargo. Unit kargo secara otomatis mendistribusikan barang ke titik bongkar muatan unit kargo dengan filter yang cocok.
|
||||||
block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan unit kargo. Menerima barang yang cocok dengan filter yang dipilih.
|
block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan unit kargo. Menerima barang yang cocok dengan filter yang dipilih.
|
||||||
block.beam-node.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan sejumlah kecil tenaga.
|
block.beam-node.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan sejumlah kecil tenaga.
|
||||||
@@ -2404,9 +2434,9 @@ block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pad
|
|||||||
block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkisit dan ozon.
|
block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkisit dan ozon.
|
||||||
block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan lava. Menghasilkan air sebagai produk sampingan.
|
block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan lava. Menghasilkan air sebagai produk sampingan.
|
||||||
block.flux-reactor.description = Menghasilkan tenaga dalam jumlah besar ketika dipanaskan. Memerlukan sianogen sebagai penstabil. Tenaga yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
|
block.flux-reactor.description = Menghasilkan tenaga dalam jumlah besar ketika dipanaskan. Memerlukan sianogen sebagai penstabil. Tenaga yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
|
||||||
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan phase fabric untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak hebat jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
|
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan fabrik phase untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak hebat jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
|
||||||
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
|
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
|
||||||
block.regen-projector.description = Perlahan memperbaiki bangunan sekutu di perimeter persegi. Memerlukan hidrogen. Gunakan phase fabric untuk meningkatkan efisiensi (Opsional).
|
block.regen-projector.description = Perlahan menyembuhkan bangunan sekutu di perimeter persegi. Memerlukan hidrogen. Dapat menggunakan fabrik phase untuk meningkatkan efisiensi.
|
||||||
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||||
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||||
block.tank-fabricator.description = Membangun unit Stell. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
block.tank-fabricator.description = Membangun unit Stell. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||||
@@ -2419,7 +2449,7 @@ block.tank-refabricator.description = Meningkatkan unit tank yang dimasukkan ke
|
|||||||
block.ship-refabricator.description = Meningkatkan unit kapal yang dimasukkan ke tingkat kedua.
|
block.ship-refabricator.description = Meningkatkan unit kapal yang dimasukkan ke tingkat kedua.
|
||||||
block.mech-refabricator.description = Meningkatkan unit meka yang dimasukkan ke tingkat kedua.
|
block.mech-refabricator.description = Meningkatkan unit meka yang dimasukkan ke tingkat kedua.
|
||||||
block.prime-refabricator.description = Meningkatkan unit yang dimasukkan ke tingkat ketiga.
|
block.prime-refabricator.description = Meningkatkan unit yang dimasukkan ke tingkat ketiga.
|
||||||
block.basic-assembler-module.description = Meningkatkan tingkat perakit ketika ditempatkan di sebelah batas konstruksi. Memerlukan tenaga. Dapat digunakan sebagai penerima muatan.
|
block.basic-assembler-module.description = Menaikkan tingkat perakit ketika ditempatkan di sebelah batas konstruksi. Memerlukan tenaga. Dapat digunakan sebagai penerima muatan.
|
||||||
block.small-deconstructor.description = Mendekonstruksi bangunan dan unit yang dimasukkan. Mengembalikan 100% biaya pembangunan.
|
block.small-deconstructor.description = Mendekonstruksi bangunan dan unit yang dimasukkan. Mengembalikan 100% biaya pembangunan.
|
||||||
block.reinforced-payload-conveyor.description = Memindahkan muatan ke depan.
|
block.reinforced-payload-conveyor.description = Memindahkan muatan ke depan.
|
||||||
block.reinforced-payload-router.description = Mendistribusikan muatan ke blok yang berdekatan. Berfungsi sebagai penyortir ketika filter disetel.
|
block.reinforced-payload-router.description = Mendistribusikan muatan ke blok yang berdekatan. Berfungsi sebagai penyortir ketika filter disetel.
|
||||||
@@ -2453,8 +2483,8 @@ unit.eclipse.description = Menembak dua sinar laser dan rentetan peluru ke arah
|
|||||||
unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpannya ke dalam inti.
|
unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpannya ke dalam inti.
|
||||||
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
|
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
|
||||||
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
||||||
unit.quad.description = Menjatuhkan bom besar kepada target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
|
unit.quad.description = Menjatuhkan bom besar ke target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
|
||||||
unit.oct.description = Melindungi sekutu di sekitarnya dengan perisai yang dapat beregenerasi. Dapat membawa hampir semua unit darat.
|
unit.oct.description = Melindungi sekutu di sekitarnya dengan perisai. Dapat membawa hampir semua unit darat.
|
||||||
unit.risso.description = Menembak rentetan misil dan peluru ke arah musuh.
|
unit.risso.description = Menembak rentetan misil dan peluru ke arah musuh.
|
||||||
unit.minke.description = Menembak cangkang pembakar dan peluru standar ke target darat.
|
unit.minke.description = Menembak cangkang pembakar dan peluru standar ke target darat.
|
||||||
unit.bryde.description = Menembak artileri jarak jauh dan misil ke arah musuh.
|
unit.bryde.description = Menembak artileri jarak jauh dan misil ke arah musuh.
|
||||||
@@ -2472,19 +2502,19 @@ unit.navanax.description = Menembak proyektil elektromagnetik yang meledak, memb
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Menembak peluru standar ke arah musuh.
|
unit.stell.description = Menembak peluru standar ke arah musuh.
|
||||||
unit.locus.description = Menembak peluru bergantian ke arah musuh.
|
unit.locus.description = Menembak peluru bergantian ke arah musuh.
|
||||||
unit.precept.description = Menembak gugusan peluru penusuk ke arah musuh.
|
unit.precept.description = Menembak gugusan peluru penusuk ke arah musuh. Sedikit terpengaruh oleh medan yang berbahaya.
|
||||||
unit.vanquish.description = Menembak peluru penusuk besar yang membelah ke arah musuh.
|
unit.vanquish.description = Menembak peluru penusuk besar yang membelah ke arah musuh. Sedikit terpengaruh oleh medan yang berbahaya.
|
||||||
unit.conquer.description = Menembak pancaran peluru penusuk besar ke arah musuh.
|
unit.conquer.description = Menembak pancaran peluru penusuk besar ke arah musuh. Sedikit terpengaruh oleh medan yang berbahaya.
|
||||||
unit.merui.description = Menembak artileri jarak jauh ke arah musuh di darat. Dapat melewati berbagai dataran.
|
unit.merui.description = Menembak artileri jarak jauh ke arah musuh di darat. Dapat melewati hampir semua dataran.
|
||||||
unit.cleroi.description = Menembak peluru ganda ke arah musuh. Menargetkan proyektil musuh terdekat dengan titik menara pertahanan. Dapat melewati berbagai medan.
|
unit.cleroi.description = Menembak peluru ganda ke arah musuh. Menargetkan proyektil musuh terdekat dengan titik menara pertahanan. Dapat melewati hampir semua medan.
|
||||||
unit.anthicus.description = Menembak misil pelacak jarak jauh ke arah musuh. Dapat melewati berbagai medan.
|
unit.anthicus.description = Menembak misil pelacak jarak jauh ke arah musuh. Dapat melewati hampir semua medan.
|
||||||
unit.tecta.description = Menembak misil plasma pelacak ke arah musuh. Melindungi diri sendiri dengan perisai searah. Dapat melewati berbagai medan.
|
unit.tecta.description = Menembak misil plasma pelacak ke arah musuh. Melindungi diri sendiri dengan perisai searah. Dapat melewati hampir semua medan.
|
||||||
unit.collaris.description = Menembak pecahan artileri jarak jauh ke arah musuh. Dapat melewati berbagai medan.
|
unit.collaris.description = Menembak pecahan artileri jarak jauh ke arah musuh. Dapat melewati hampir semua medan.
|
||||||
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang diatas permukaan cairan.
|
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang diatas permukaan cairan.
|
||||||
unit.avert.description = Menembak sepasang peluru yang memutar ke arah musuh.
|
unit.avert.description = Menembak sepasang peluru yang memutar ke arah musuh.
|
||||||
unit.obviate.description = Menembak sepasang bola listrik yang memutar ke arah musuh.
|
unit.obviate.description = Menembak sepasang bola listrik yang memutar ke arah musuh.
|
||||||
unit.quell.description = Menembak misil pelacak jarak jauh dengan perisai plasma yang tidak stabil ke arah musuh. Menekan bangunan perbaikan musuh.
|
unit.quell.description = Menembak misil pelacak jarak jauh dengan perisai plasma yang tidak stabil ke arah musuh. Menekan bangunan perbaikan musuh. Hanya menyerang ke target darat.
|
||||||
unit.disrupt.description = Menembak misil pelacak penekan jarak jauh pada musuh. Menekan bangunan perbaikan musuh.
|
unit.disrupt.description = Menembak misil pelacak penekan jarak jauh pada musuh. Menekan bangunan perbaikan musuh. Hanya menyerang ke target darat.
|
||||||
unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||||
unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||||
unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
|
unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Nama player pada klien yang menjalankan suatu kode
|
|||||||
lglobal.@clientTeam = ID Tim pada klien yang menjalankan suatu kode
|
lglobal.@clientTeam = ID Tim pada klien yang menjalankan suatu kode
|
||||||
lglobal.@clientMobile = True jika kode dijalankan di server atau di singleplayer, false sebaliknya
|
lglobal.@clientMobile = True jika kode dijalankan di server atau di singleplayer, false sebaliknya
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logika unit membangun tidak diizinkan.
|
|
||||||
|
|
||||||
lenum.type = Bentuk dari bangunan/unit.\nMisalnya, untuk blok pengarah masa, akan tampil sebagai [accent]@router[].\nBukan string.
|
lenum.type = Bentuk dari bangunan/unit.\nMisalnya, untuk blok pengarah masa, akan tampil sebagai [accent]@router[].\nBukan string.
|
||||||
lenum.shoot = Menembak pada suatu posisi yang ditentukan.
|
lenum.shoot = Menembak pada suatu posisi yang ditentukan.
|
||||||
lenum.shootp = Menembak pada unit/bangunan dengan prediksi kecepatan.
|
lenum.shootp = Menembak pada unit/bangunan dengan prediksi kecepatan.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Il Nucleo è sotto attacco! >
|
|||||||
nearpoint = [[ [scarlet]LASCIA LA ZONA NEMICA IMMEDIATAMENTE[] ]\nautodistruzione imminente
|
nearpoint = [[ [scarlet]LASCIA LA ZONA NEMICA IMMEDIATAMENTE[] ]\nautodistruzione imminente
|
||||||
database = Database Nucleo
|
database = Database Nucleo
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salva
|
savegame = Salva
|
||||||
loadgame = Carica
|
loadgame = Carica
|
||||||
joingame = Unisciti al Gioco
|
joingame = Unisciti al Gioco
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Sei sicuro di volerlo pubblicare?\n\n[lightgray]Assicurati di
|
|||||||
publish.error = Errore nella pubblicazione del prodotto: {0}
|
publish.error = Errore nella pubblicazione del prodotto: {0}
|
||||||
steam.error = Impossibile inizializzare i servizi di Steam.\nErrore: {0}
|
steam.error = Impossibile inizializzare i servizi di Steam.\nErrore: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Pianeta:
|
editor.planet = Pianeta:
|
||||||
editor.sector = Settore:
|
editor.sector = Settore:
|
||||||
editor.seed = Seme:
|
editor.seed = Seme:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Dimensioni Pennello
|
editor.brush = Dimensioni Pennello
|
||||||
editor.openin = Apri nell'Editor
|
editor.openin = Apri nell'Editor
|
||||||
editor.oregen = Generazione dei Minerali
|
editor.oregen = Generazione dei Minerali
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Regole:
|
|||||||
editor.generation = Generazione:
|
editor.generation = Generazione:
|
||||||
editor.objectives = Obbiettivi
|
editor.objectives = Obbiettivi
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Settore
|
sectorlist = Settore
|
||||||
sectorlist.attacked = {0} sotto attacco
|
sectorlist.attacked = {0} sotto attacco
|
||||||
sectors.unexplored = [lightgray]Inesplorato
|
sectors.unexplored = [lightgray]Inesplorato
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Risorse:
|
sectors.resources = Risorse:
|
||||||
sectors.production = Produzione:
|
sectors.production = Produzione:
|
||||||
sectors.export = Merce:
|
sectors.export = Merce:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Ondata:
|
|||||||
sectors.stored = Immagazzinato:
|
sectors.stored = Immagazzinato:
|
||||||
sectors.resume = Riprendi
|
sectors.resume = Riprendi
|
||||||
sectors.launch = Lancia
|
sectors.launch = Lancia
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Seleziona
|
sectors.select = Seleziona
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Rinomina Settore
|
|||||||
sectors.enemybase = [scarlet]Base Nemica
|
sectors.enemybase = [scarlet]Base Nemica
|
||||||
sectors.vulnerable = [scarlet]Vulnerabile
|
sectors.vulnerable = [scarlet]Vulnerabile
|
||||||
sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
|
sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
|
||||||
sectors.underattack.nodamage = [scarlet]Non catturato
|
|
||||||
sectors.survives = [accent]Sopravvissuto a {0} ondate
|
|
||||||
sectors.go = Lancia
|
sectors.go = Lancia
|
||||||
sector.abandon = Abbandona
|
sector.abandon = Abbandona
|
||||||
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
|
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
|
||||||
sector.curcapture = Settore Catturato
|
sector.curcapture = Settore Catturato
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Settore Perso
|
sector.curlost = Settore Perso
|
||||||
sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
||||||
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Il nemico ha stabilito una base su un'isola r
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opposti
|
|||||||
stat.powercapacity = Capacità Energetica
|
stat.powercapacity = Capacità Energetica
|
||||||
stat.powershot = Energia/Colpo
|
stat.powershot = Energia/Colpo
|
||||||
stat.damage = Danno
|
stat.damage = Danno
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Attacca Nemici Aerei
|
stat.targetsair = Attacca Nemici Aerei
|
||||||
stat.targetsground = Attacca Nemici Terreni
|
stat.targetsground = Attacca Nemici Terreni
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Velocità
|
stat.itemsmoved = Velocità
|
||||||
stat.launchtime = Tempo tra Lanci
|
stat.launchtime = Tempo tra Lanci
|
||||||
stat.shootrange = Raggio
|
stat.shootrange = Raggio
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Cadenza
|
|||||||
stat.ammo = Munizioni
|
stat.ammo = Munizioni
|
||||||
stat.shieldhealth = Integrità Scudo
|
stat.shieldhealth = Integrità Scudo
|
||||||
stat.cooldowntime = Tempo Raffreddamento
|
stat.cooldowntime = Tempo Raffreddamento
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Esplosività
|
stat.explosiveness = Esplosività
|
||||||
stat.basedeflectchance = Probabilità di Deviazione
|
stat.basedeflectchance = Probabilità di Deviazione
|
||||||
stat.lightningchance = Probabilità di Fulmine
|
stat.lightningchance = Probabilità di Fulmine
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Tempo rimanente al lancio
|
|||||||
bar.input = Entrata
|
bar.input = Entrata
|
||||||
bar.output = Uscita
|
bar.output = Uscita
|
||||||
bar.strength = [stat]{0}[lightgray]x forza
|
bar.strength = [stat]{0}[lightgray]x forza
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controllato dal Processore
|
units.processorcontrol = [lightgray]Controllato dal Processore
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mln
|
|||||||
unit.billions = mld
|
unit.billions = mld
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /colpo
|
unit.pershot = /colpo
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Scopo
|
category.purpose = Scopo
|
||||||
category.general = Generali
|
category.general = Generali
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Dimensione minima squadra
|
rules.rtsminsquadsize = Dimensione minima squadra
|
||||||
rules.rtsmaxsquadsize = Dimensione massima squadra
|
rules.rtsmaxsquadsize = Dimensione massima squadra
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Cancella costruzioni delle squadre sconfitte (PvP)
|
|||||||
rules.corecapture = Cattura nucleo alla distruzione
|
rules.corecapture = Cattura nucleo alla distruzione
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Protezione del nucleo dalle costruzioni nemiche
|
rules.placerangecheck = Protezione del nucleo dalle costruzioni nemiche
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Risorse AI (squadra Rossa) Infinite
|
rules.enemyCheat = Risorse AI (squadra Rossa) Infinite
|
||||||
rules.blockhealthmultiplier = Moltiplicatore Salute Blocco
|
rules.blockhealthmultiplier = Moltiplicatore Salute Blocco
|
||||||
rules.blockdamagemultiplier = Moltiplicatore Danno Blocco
|
rules.blockdamagemultiplier = Moltiplicatore Danno Blocco
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Moltiplicatore Vita Unità
|
|||||||
rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Moltiplicatore energia solare
|
rules.solarmultiplier = Moltiplicatore energia solare
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < コアが攻撃を受けています! >
|
|||||||
nearpoint = [[ [scarlet]直ちに出現ポイントより離脱せよ[] ]\n殲滅されます
|
nearpoint = [[ [scarlet]直ちに出現ポイントより離脱せよ[] ]\n殲滅されます
|
||||||
database = コアデータベース
|
database = コアデータベース
|
||||||
database.button = データベース
|
database.button = データベース
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 保存
|
savegame = 保存
|
||||||
loadgame = 読み込む
|
loadgame = 読み込む
|
||||||
joingame = マルチプレイ
|
joingame = マルチプレイ
|
||||||
@@ -185,15 +186,15 @@ mod.preview.missing = このModをワークショップで公開するには、M
|
|||||||
mod.folder.missing = ワークショップで公開できるのは、フォルダ形式のModのみとなります。\nModをフォルダ形式に変換するには、ファイルをフォルダに解凍し、古いzipを削除してからゲームを再起動するか、modを再読み込みしてください。
|
mod.folder.missing = ワークショップで公開できるのは、フォルダ形式のModのみとなります。\nModをフォルダ形式に変換するには、ファイルをフォルダに解凍し、古いzipを削除してからゲームを再起動するか、modを再読み込みしてください。
|
||||||
mod.scripts.disable = お使いのデバイスはScriptを使用したModをサポートしていません。 ゲームをプレイするには、これらのModを無効にする必要があります。
|
mod.scripts.disable = お使いのデバイスはScriptを使用したModをサポートしていません。 ゲームをプレイするには、これらのModを無効にする必要があります。
|
||||||
|
|
||||||
mod.dependencies.error = [scarlet]Mods are missing dependencies
|
mod.dependencies.error = [scarlet]必須の依存関係が不足しています
|
||||||
mod.dependencies.soft = (optional)
|
mod.dependencies.soft = (任意)
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.download = インポート
|
||||||
mod.dependencies.downloadreq = Import Required
|
mod.dependencies.downloadreq = 必須インポート
|
||||||
mod.dependencies.downloadall = Import All
|
mod.dependencies.downloadall = すべてインポート
|
||||||
mod.dependencies.status = Import Results
|
mod.dependencies.status = インポート結果
|
||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.success = ダウンロードに成功しました:
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.failure = ダウンロードに失敗しました:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.imported = このMODは依存関係を必要とします。ダウンロードしますか?
|
||||||
|
|
||||||
about.button = 情報
|
about.button = 情報
|
||||||
name = 名前:
|
name = 名前:
|
||||||
@@ -303,8 +304,8 @@ confirmkick = {0} をキックしてもよろしいですか?
|
|||||||
confirmunban = このプレイヤーのBanを解除してもよろしいですか?
|
confirmunban = このプレイヤーのBanを解除してもよろしいですか?
|
||||||
confirmadmin = {0} を管理者にしてもよろしいですか?
|
confirmadmin = {0} を管理者にしてもよろしいですか?
|
||||||
confirmunadmin = {0} を管理者から削除してもよろしいですか?
|
confirmunadmin = {0} を管理者から削除してもよろしいですか?
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = キックの理由
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = 本当に「{0}[white]」を投票でキックしますか?\n実行する場合は、理由を入力してください:
|
||||||
joingame.title = サーバーに参加
|
joingame.title = サーバーに参加
|
||||||
joingame.ip = アドレス:
|
joingame.ip = アドレス:
|
||||||
disconnect = 接続が切断されました。
|
disconnect = 接続が切断されました。
|
||||||
@@ -312,14 +313,14 @@ disconnect.error = 接続にエラーが発生しました。
|
|||||||
disconnect.closed = 接続が切断されました。
|
disconnect.closed = 接続が切断されました。
|
||||||
disconnect.timeout = タイムアウトしました。
|
disconnect.timeout = タイムアウトしました。
|
||||||
disconnect.data = ワールドデータの読み込みに失敗しました!
|
disconnect.data = ワールドデータの読み込みに失敗しました!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = UDPスナップショットの受信中にタイムアウトしました。\n不安定なネットワークまたは接続が原因の可能性があります。
|
||||||
cantconnect = ゲームに参加できませんでした。 ([accent]{0}[])
|
cantconnect = ゲームに参加できませんでした。 ([accent]{0}[])
|
||||||
connecting = [accent]接続中...
|
connecting = [accent]接続中...
|
||||||
reconnecting = [accent]再接続中...
|
reconnecting = [accent]再接続中...
|
||||||
connecting.data = [accent]ワールドデータを読み込み中...
|
connecting.data = [accent]ワールドデータを読み込み中...
|
||||||
server.port = ポート:
|
server.port = ポート:
|
||||||
server.invalidport = 無効なポート番号です!
|
server.invalidport = 無効なポート番号です!
|
||||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
server.error.addressinuse = [scarlet]ポート6567でサーバーを開けませんでした。[]\n\nあなたのデバイスまたはネットワーク上で、他のMindustryサーバーが起動していないことを確認してください!
|
||||||
server.error = [crimson]サーバーのホストエラー: [accent]{0}
|
server.error = [crimson]サーバーのホストエラー: [accent]{0}
|
||||||
save.new = 新規保存
|
save.new = 新規保存
|
||||||
save.overwrite = このスロットに上書きしてもよろしいですか?
|
save.overwrite = このスロットに上書きしてもよろしいですか?
|
||||||
@@ -351,9 +352,9 @@ save.wave = ウェーブ {0}
|
|||||||
save.mode = ゲームモード: {0}
|
save.mode = ゲームモード: {0}
|
||||||
save.date = 最終保存日時: {0}
|
save.date = 最終保存日時: {0}
|
||||||
save.playtime = プレイ時間: {0}
|
save.playtime = プレイ時間: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = 今後表示しない
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = 32ビット非推奨に関する警告
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = あなたは現在、[red]32ビット[]版のMindustryを使用しています。\n新しいJavaバージョンでは32ビット版Windowsのサポートが終了しているため、[red]32ビット版のサポートは将来的に打ち切られる予定です[]。\n\n64ビット環境のコンピュータへ移行し、Mindustryの64ビット版をダウンロードして使用してください。\n\nMindustryをJARファイルとして実行している場合は、使用しているJavaが64ビット版であることを確認してください。
|
||||||
warning = 警告
|
warning = 警告
|
||||||
confirm = 確認
|
confirm = 確認
|
||||||
delete = 削除
|
delete = 削除
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = 公開してもよろしいですか?\n\n[lightgray]最初
|
|||||||
publish.error = 公開中のエラー: {0}
|
publish.error = 公開中のエラー: {0}
|
||||||
steam.error = Steam サービスの初期化に失敗しました。\nエラー: {0}
|
steam.error = Steam サービスの初期化に失敗しました。\nエラー: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = 惑星:
|
editor.planet = 惑星:
|
||||||
editor.sector = セクター:
|
editor.sector = セクター:
|
||||||
editor.seed = シード値:
|
editor.seed = シード値:
|
||||||
editor.cliffs = 壁を崖にする
|
|
||||||
editor.brush = ブラシ
|
editor.brush = ブラシ
|
||||||
editor.openin = エディターで開く
|
editor.openin = エディターで開く
|
||||||
editor.oregen = 鉱石の生成
|
editor.oregen = 鉱石の生成
|
||||||
@@ -465,6 +468,14 @@ editor.rules = ルール:
|
|||||||
editor.generation = 生成:
|
editor.generation = 生成:
|
||||||
editor.objectives = オブジェクティブ
|
editor.objectives = オブジェクティブ
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = 名前の変更
|
editor.worldprocessors.editname = 名前の変更
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]おめでとうございます。\n\n{0} の敵を
|
|||||||
sectorlist = セクター
|
sectorlist = セクター
|
||||||
sectorlist.attacked = {0}が攻撃を受けています
|
sectorlist.attacked = {0}が攻撃を受けています
|
||||||
sectors.unexplored = [lightgray]未踏査
|
sectors.unexplored = [lightgray]未踏査
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = 資源:
|
sectors.resources = 資源:
|
||||||
sectors.production = 生産:
|
sectors.production = 生産:
|
||||||
sectors.export = 搬出:
|
sectors.export = 搬出:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = ウェーブ:
|
|||||||
sectors.stored = コアの資源:
|
sectors.stored = コアの資源:
|
||||||
sectors.resume = 再開
|
sectors.resume = 再開
|
||||||
sectors.launch = 打ち上げ
|
sectors.launch = 打ち上げ
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = 選択
|
sectors.select = 選択
|
||||||
sectors.launchselect = 発射先
|
sectors.launchselect = 発射先
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = セクター名を変更
|
|||||||
sectors.enemybase = [scarlet]敵基地
|
sectors.enemybase = [scarlet]敵基地
|
||||||
sectors.vulnerable = [scarlet]脆弱
|
sectors.vulnerable = [scarlet]脆弱
|
||||||
sectors.underattack = [scarlet]攻撃を受けています! [accent]{0}% 破損
|
sectors.underattack = [scarlet]攻撃を受けています! [accent]{0}% 破損
|
||||||
sectors.underattack.nodamage = [scarlet]未制圧
|
|
||||||
sectors.survives = [accent]{0} ウェーブ生存
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = 廃棄
|
sector.abandon = 廃棄
|
||||||
sector.abandon.confirm = このセクターのコアは自爆します。\n続行しますか?
|
sector.abandon.confirm = このセクターのコアは自爆します。\n続行しますか?
|
||||||
sector.curcapture = 制圧したセクター
|
sector.curcapture = 制圧したセクター
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 失われたセクター
|
sector.curlost = 失われたセクター
|
||||||
sector.missingresources = [scarlet]が足りません
|
sector.missingresources = [scarlet]が足りません
|
||||||
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = 港
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = 辺境辺境
|
sector.frontier.name = 辺境辺境
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = 地熱要塞
|
sector.geothermalStronghold.name = 地熱要塞
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = 敵は、自然の要塞になる離島に基
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = 排他性
|
|||||||
stat.powercapacity = 電力容量
|
stat.powercapacity = 電力容量
|
||||||
stat.powershot = 電力/ショット
|
stat.powershot = 電力/ショット
|
||||||
stat.damage = ダメージ
|
stat.damage = ダメージ
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = 対空攻撃
|
stat.targetsair = 対空攻撃
|
||||||
stat.targetsground = 対地攻撃
|
stat.targetsground = 対地攻撃
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = 輸送速度
|
stat.itemsmoved = 輸送速度
|
||||||
stat.launchtime = 発射の待機時間
|
stat.launchtime = 発射の待機時間
|
||||||
stat.shootrange = 範囲
|
stat.shootrange = 範囲
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = 再装填速度
|
|||||||
stat.ammo = 弾薬
|
stat.ammo = 弾薬
|
||||||
stat.shieldhealth = シールド
|
stat.shieldhealth = シールド
|
||||||
stat.cooldowntime = クールタイム
|
stat.cooldowntime = クールタイム
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = 爆発性
|
stat.explosiveness = 爆発性
|
||||||
stat.basedeflectchance = 反射確率
|
stat.basedeflectchance = 反射確率
|
||||||
stat.lightningchance = 電撃確率
|
stat.lightningchance = 電撃確率
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] 回復/秒
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] 回復/パルス
|
ability.stat.pulseregen = [stat]{0}[lightgray] 回復/パルス
|
||||||
ability.stat.shield = [stat]{0}[lightgray] シールド
|
ability.stat.shield = [stat]{0}[lightgray] シールド
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] 修復速度
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] 修復速度
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] 体力/液体保管量
|
ability.stat.slurpheal = [stat]{0}[lightgray] 体力/液体保管量
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] クールダウン
|
ability.stat.cooldown = [stat]{0} sec[lightgray] クールダウン
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] 最大標的補足数
|
ability.stat.maxtargets = [stat]{0}[lightgray] 最大標的補足数
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = 打ち上げ後のクールダウン
|
|||||||
bar.input = 入力
|
bar.input = 入力
|
||||||
bar.output = 出力
|
bar.output = 出力
|
||||||
bar.strength = [stat]{0}[lightgray]x 強化
|
bar.strength = [stat]{0}[lightgray]x 強化
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]プロセッサーの制御下
|
units.processorcontrol = [lightgray]プロセッサーの制御下
|
||||||
|
|
||||||
@@ -1204,11 +1225,12 @@ unit.multiplier = x
|
|||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = シールド
|
unit.shieldhealth = シールド
|
||||||
unit.items = アイテム
|
unit.items = アイテム
|
||||||
unit.thousands = 千
|
unit.thousands = k
|
||||||
unit.millions = 十万
|
unit.millions = mil
|
||||||
unit.billions = 十億
|
unit.billions = b
|
||||||
unit.shots = 発
|
unit.shots = 発
|
||||||
unit.pershot = /発
|
unit.pershot = /発
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = 説明
|
category.purpose = 説明
|
||||||
category.general = 一般
|
category.general = 一般
|
||||||
category.power = 電力
|
category.power = 電力
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = チームの最少人数
|
rules.rtsminsquadsize = チームの最少人数
|
||||||
rules.rtsmaxsquadsize = チームの最大人数
|
rules.rtsmaxsquadsize = チームの最大人数
|
||||||
rules.rtsminattackweight = 最小攻撃力
|
rules.rtsminattackweight = 最小攻撃力
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = 敗北したチームの建設物を片付ける (PvP)
|
|||||||
rules.corecapture = 破壊時にコアを奪取
|
rules.corecapture = 破壊時にコアを奪取
|
||||||
rules.polygoncoreprotection = 多角形の建設禁止区域の設定
|
rules.polygoncoreprotection = 多角形の建設禁止区域の設定
|
||||||
rules.placerangecheck = 配置範囲の確認
|
rules.placerangecheck = 配置範囲の確認
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = 敵(赤チーム)の資源の無限化
|
rules.enemyCheat = 敵(赤チーム)の資源の無限化
|
||||||
rules.blockhealthmultiplier = ブロック体力倍率
|
rules.blockhealthmultiplier = ブロック体力倍率
|
||||||
rules.blockdamagemultiplier = ブロックダメージ倍率
|
rules.blockdamagemultiplier = ブロックダメージ倍率
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = ユニット体力倍率
|
|||||||
rules.unitdamagemultiplier = ユニットダメージ倍率
|
rules.unitdamagemultiplier = ユニットダメージ倍率
|
||||||
rules.unitcrashdamagemultiplier = ユニット衝突ダメージ倍率
|
rules.unitcrashdamagemultiplier = ユニット衝突ダメージ倍率
|
||||||
rules.unitminespeedmultiplier = ユニット採掘速度倍率
|
rules.unitminespeedmultiplier = ユニット採掘速度倍率
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = 太陽光の倍率
|
rules.solarmultiplier = 太陽光の倍率
|
||||||
rules.unitcapvariable = コア数によってユニット上限を変動
|
rules.unitcapvariable = コア数によってユニット上限を変動
|
||||||
rules.unitpayloadsexplode = ユニットとの荷物の爆発
|
rules.unitpayloadsexplode = ユニットとの荷物の爆発
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。
|
|
||||||
|
|
||||||
lenum.type = ユニットや建物の種類を取得します。\n例:任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
|
lenum.type = ユニットや建物の種類を取得します。\n例:任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
|
||||||
lenum.shoot = 指定した座標に向かって撃ちます。
|
lenum.shoot = 指定した座標に向かって撃ちます。
|
||||||
lenum.shootp = 任意のユニットや建物を撃ちます。
|
lenum.shootp = 任意のユニットや建物を撃ちます。
|
||||||
@@ -2629,19 +2657,19 @@ graphicstype.poly = 塗りつぶされた多角形を描きます。
|
|||||||
graphicstype.linepoly = 輪郭だけの多角形を描きます。
|
graphicstype.linepoly = 輪郭だけの多角形を描きます。
|
||||||
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
||||||
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = プリントバッファの内容を文字として描画します。\nその後、プリントバッファをクリアします。
|
||||||
|
|
||||||
lenum.always = 常にtrueを返します。
|
lenum.always = 常にtrueを返します。
|
||||||
lenum.idiv = 整数の割り算をします。
|
lenum.idiv = 整数の割り算をします。
|
||||||
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
||||||
lenum.mod = 割ったあまりを返します。
|
lenum.mod = 割ったあまりを返します。
|
||||||
lenum.emod = True modulo, result sign comes from the divisor.
|
lenum.emod = 真の剰余。剰余の符号は除数の符号に従います。
|
||||||
lenum.equal = 等しいかどうかを比較します。型を強制します。\n数値と比較される非NULLオブジェクトは1になり、そうでない場合は0になる。
|
lenum.equal = 等しいかどうかを比較します。型を強制します。\n数値と比較される非NULLオブジェクトは1になり、そうでない場合は0になる。
|
||||||
lenum.notequal = 等しくないかどうかを比較します。型を強制します。
|
lenum.notequal = 等しくないかどうかを比較します。型を強制します。
|
||||||
lenum.strictequal = より厳密な比較をします。型の強制はしません。\n [accent]null[] のチェックに使用することができます。
|
lenum.strictequal = より厳密な比較をします。型の強制はしません。\n [accent]null[] のチェックに使用することができます。
|
||||||
lenum.shl = ビットを左にシフトします。
|
lenum.shl = ビットを左にシフトします。
|
||||||
lenum.shr = ビットを右にシフトします。
|
lenum.shr = ビットを右にシフトします。
|
||||||
lenum.ushr = Unsigned bit-shift right.
|
lenum.ushr = 符号なし右ビットシフト
|
||||||
lenum.or = ビット単位でのOR演算をします。
|
lenum.or = ビット単位でのOR演算をします。
|
||||||
lenum.land = 論理的なAND演算をします。
|
lenum.land = 論理的なAND演算をします。
|
||||||
lenum.and = ビット単位でのAND演算をします。
|
lenum.and = ビット単位でのAND演算をします。
|
||||||
@@ -2651,7 +2679,7 @@ lenum.xor = ビット単位でのXOR演算をします。
|
|||||||
lenum.min = 二つの値を比較し、小さいほうを返します。
|
lenum.min = 二つの値を比較し、小さいほうを返します。
|
||||||
lenum.max = 二つの値を比較し、大きいほうを返します。
|
lenum.max = 二つの値を比較し、大きいほうを返します。
|
||||||
lenum.angle = ベクトルの角度を度で計算します。
|
lenum.angle = ベクトルの角度を度で計算します。
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = 2つの角度の差の絶対値(度数法)です。
|
||||||
lenum.len = ベクトルの長さを計算します。
|
lenum.len = ベクトルの長さを計算します。
|
||||||
|
|
||||||
lenum.sin = sinを度で計算します。
|
lenum.sin = sinを度で計算します。
|
||||||
@@ -2720,7 +2748,7 @@ unitlocate.outx = X座標を出力する変数
|
|||||||
unitlocate.outy = Y座標を出力する変数
|
unitlocate.outy = Y座標を出力する変数
|
||||||
unitlocate.group = 探す建物のグループ
|
unitlocate.group = 探す建物のグループ
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = 有効にすると同じフレーム内ですでに再生されている場合\nこのサウンドが再生されないようにします。
|
||||||
|
|
||||||
lenum.idle = 移動はしませんが、建築・採掘は続けます。
|
lenum.idle = 移動はしませんが、建築・採掘は続けます。
|
||||||
lenum.stop = 移動・採掘・建造を中止します。
|
lenum.stop = 移動・採掘・建造を中止します。
|
||||||
|
|||||||
@@ -46,10 +46,10 @@ mods.browser.selected = 선택된 모드
|
|||||||
mods.browser.add = 설치
|
mods.browser.add = 설치
|
||||||
mods.browser.reinstall = 재설치
|
mods.browser.reinstall = 재설치
|
||||||
mods.browser.view-releases = 릴리즈 보기
|
mods.browser.view-releases = 릴리즈 보기
|
||||||
mods.browser.noreleases = [scarlet]탐색된 릴리즈 없음\n[accent]이 모드의 어떠한 릴리즈도 찾지 못했습니다. 이 모드의 저장소에서 공개된 릴리즈가 있는지 확인하세요.
|
mods.browser.noreleases = [scarlet]탐색된 릴리즈 없음\n[accent]이 모드의 어떠한 릴리즈도 찾지 못했습니다. 이 모드의 깃허브 페이지에서 공개된 릴리즈가 있는지 확인하세요.
|
||||||
mods.browser.latest = <최신>
|
mods.browser.latest = <최신>
|
||||||
mods.browser.releases = 릴리즈
|
mods.browser.releases = 릴리즈
|
||||||
mods.github.open = 저장소 보기
|
mods.github.open = 페이지 보기
|
||||||
mods.github.open-release = 릴리즈 페이지
|
mods.github.open-release = 릴리즈 페이지
|
||||||
mods.browser.sortdate = 최근 업데이트
|
mods.browser.sortdate = 최근 업데이트
|
||||||
mods.browser.sortstars = 추천(스타) 수
|
mods.browser.sortstars = 추천(스타) 수
|
||||||
@@ -98,9 +98,10 @@ level.highscore = 최고 점수: [accent]{0}
|
|||||||
level.select = 맵 선택
|
level.select = 맵 선택
|
||||||
level.mode = 게임 모드:
|
level.mode = 게임 모드:
|
||||||
coreattack = < 코어가 공격을 받고 있습니다! >
|
coreattack = < 코어가 공격을 받고 있습니다! >
|
||||||
nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나세요[] ]\n단계가 시작하는 순간 구역 내의 모든 건물과 유닛이 파괴됩니다!
|
nearpoint = [[ [scarlet]즉시 적 착륙 지점에서 떠나세요[] ]\n점멸이 임박됨
|
||||||
database = 코어 데이터베이스
|
database = 코어 데이터베이스
|
||||||
database.button = 데이터베이스
|
database.button = 데이터베이스
|
||||||
|
viewfields = 콘텐츠 필드 보기
|
||||||
savegame = 게임 저장
|
savegame = 게임 저장
|
||||||
loadgame = 게임 불러오기
|
loadgame = 게임 불러오기
|
||||||
joingame = 서버 참여
|
joingame = 서버 참여
|
||||||
@@ -214,7 +215,7 @@ completed = [accent]완료됨
|
|||||||
techtree = 연구 기록
|
techtree = 연구 기록
|
||||||
techtree.select = 연구 기록 선택
|
techtree.select = 연구 기록 선택
|
||||||
techtree.serpulo = 세르플로
|
techtree.serpulo = 세르플로
|
||||||
techtree.erekir = 에르키아
|
techtree.erekir = 에러키얼
|
||||||
research.load = 불러오기
|
research.load = 불러오기
|
||||||
research.discard = 무시하기
|
research.discard = 무시하기
|
||||||
research.list = [lightgray]연구:
|
research.list = [lightgray]연구:
|
||||||
@@ -448,11 +449,13 @@ publish.confirm = 이것을 게시하시겠습니까?[lightgray]창작마당 EUL
|
|||||||
publish.error = 아이템 게시 오류: {0}
|
publish.error = 아이템 게시 오류: {0}
|
||||||
steam.error = 스팀 서비스를 초기화하지 못했습니다.\n오류: {0}
|
steam.error = 스팀 서비스를 초기화하지 못했습니다.\n오류: {0}
|
||||||
|
|
||||||
|
editor.showblocks = 블록 표시
|
||||||
|
editor.showterrain = 지형 표시
|
||||||
|
editor.showfloor = 바닥 표시
|
||||||
editor.planet = 행성:
|
editor.planet = 행성:
|
||||||
editor.sector = 구역:
|
editor.sector = 구역:
|
||||||
editor.seed = 시드:
|
editor.seed = 시드:
|
||||||
editor.cliffs = 언덕 전환
|
editor.brush = 브러쉬 크기
|
||||||
editor.brush = 브러쉬
|
|
||||||
editor.openin = 편집기 열기
|
editor.openin = 편집기 열기
|
||||||
editor.oregen = 광물 무작위 생성
|
editor.oregen = 광물 무작위 생성
|
||||||
editor.oregen.info = 광물 무작위 생성:
|
editor.oregen.info = 광물 무작위 생성:
|
||||||
@@ -465,6 +468,14 @@ editor.rules = 규칙
|
|||||||
editor.generation = 지형 생성
|
editor.generation = 지형 생성
|
||||||
editor.objectives = 목표
|
editor.objectives = 목표
|
||||||
editor.locales = 로케일 번들
|
editor.locales = 로케일 번들
|
||||||
|
editor.patches.guide = 패치 가이드
|
||||||
|
editor.patches = 데이터 패치
|
||||||
|
editor.patch = 패치셋: {0}
|
||||||
|
editor.patches.none = [lightgray]패치셋이 로드되지 않음.
|
||||||
|
editor.patches.errors = 패치셋 에러
|
||||||
|
editor.patches.importerror = 패치셋을 가져오는데 실패됨
|
||||||
|
editor.patches.delete.confirm = 이 패치셋을 삭제하시겠습니까?
|
||||||
|
editor.patch.fields = {0} 필드
|
||||||
editor.worldprocessors = 월드 프로세서
|
editor.worldprocessors = 월드 프로세서
|
||||||
editor.worldprocessors.editname = 이름 수정
|
editor.worldprocessors.editname = 이름 수정
|
||||||
editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
|
editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
|
||||||
@@ -474,7 +485,7 @@ editor.ingame = 인게임 편집
|
|||||||
editor.playtest = 맵 테스트
|
editor.playtest = 맵 테스트
|
||||||
editor.publish.workshop = 창작마당 게시
|
editor.publish.workshop = 창작마당 게시
|
||||||
editor.newmap = 맵 만들기
|
editor.newmap = 맵 만들기
|
||||||
editor.center = 중앙
|
editor.center = 중앙으로 이동
|
||||||
editor.search = 맵 검색
|
editor.search = 맵 검색
|
||||||
editor.filters = 맵 필터링
|
editor.filters = 맵 필터링
|
||||||
editor.filters.mode = 게임 모드:
|
editor.filters.mode = 게임 모드:
|
||||||
@@ -733,7 +744,7 @@ objective.destroyblock = [accent]파괴:\n[]{0}[lightgray]{1}
|
|||||||
objective.destroyblocks = [accent]파괴: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
objective.destroyblocks = [accent]파괴: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||||||
objective.item = [accent]획득: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.item = [accent]획득: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.coreitem = [accent]코어로 운반:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.coreitem = [accent]코어로 운반:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.build = [accent]건설: [][lightgray]{0}[]개\n{1}[lightgray]{2}
|
objective.build = [accent]건설: [][lightgray]{0}[]개의\n{1}[lightgray]{2}
|
||||||
objective.buildunit = [accent]유닛 생산: [][lightgray]{0}[]기\n{1}[lightgray]{2}
|
objective.buildunit = [accent]유닛 생산: [][lightgray]{0}[]기\n{1}[lightgray]{2}
|
||||||
objective.destroyunits = [accent]처치: [][lightgray]{0}[]기의 유닛
|
objective.destroyunits = [accent]처치: [][lightgray]{0}[]기의 유닛
|
||||||
objective.enemiesapproaching = [accent]적이 [lightgray]{0}[]초 후에 도착합니다
|
objective.enemiesapproaching = [accent]적이 [lightgray]{0}[]초 후에 도착합니다
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]축하드립니다.\n\n {0} 지역의 적이 패배
|
|||||||
sectorlist = 지역 목록
|
sectorlist = 지역 목록
|
||||||
sectorlist.attacked = {0} 공격받는 중
|
sectorlist.attacked = {0} 공격받는 중
|
||||||
sectors.unexplored = [lightgray]미개척지[]
|
sectors.unexplored = [lightgray]미개척지[]
|
||||||
|
sectors.attempts = 시도 횟수:
|
||||||
sectors.resources = 자원:
|
sectors.resources = 자원:
|
||||||
sectors.production = 생산량:
|
sectors.production = 생산량:
|
||||||
sectors.export = 수출량:
|
sectors.export = 수출량:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = 단계:
|
|||||||
sectors.stored = 저장량:
|
sectors.stored = 저장량:
|
||||||
sectors.resume = 재개
|
sectors.resume = 재개
|
||||||
sectors.launch = 출격
|
sectors.launch = 출격
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d 제출물 보기
|
sectors.viewsubmission = \ue80d 제출물 보기
|
||||||
sectors.select = 선택
|
sectors.select = 선택
|
||||||
sectors.launchselect = 발사 대상 선택
|
sectors.launchselect = 발사 대상 선택
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = 지역 이름 변경하기
|
|||||||
sectors.enemybase = [scarlet]적 기지[]
|
sectors.enemybase = [scarlet]적 기지[]
|
||||||
sectors.vulnerable = [scarlet]취약함[]
|
sectors.vulnerable = [scarlet]취약함[]
|
||||||
sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨[]
|
sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨[]
|
||||||
sectors.underattack.nodamage = [scarlet]점령되지 않음
|
|
||||||
sectors.survives = [accent]{0} 단계 버팀[]
|
|
||||||
sectors.go = 진입
|
sectors.go = 진입
|
||||||
sector.abandon = 포기
|
sector.abandon = 포기
|
||||||
sector.abandon.confirm = 이 지역의 코어가 자폭합니다.\n계속하시겠습니까?
|
sector.abandon.confirm = 이 지역의 코어가 자폭합니다.\n계속하시겠습니까?
|
||||||
sector.curcapture = 지역 점령됨
|
sector.curcapture = 지역 점령됨
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 지역 잃음
|
sector.curlost = 지역 잃음
|
||||||
sector.missingresources = [scarlet]코어 자원 부족[]
|
sector.missingresources = [scarlet]코어 자원 부족[]
|
||||||
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
||||||
@@ -846,7 +858,7 @@ difficulty.nomodifiers = [lightgray](옵션 없음)
|
|||||||
planets = 태양계
|
planets = 태양계
|
||||||
|
|
||||||
planet.serpulo.name = 세르플로
|
planet.serpulo.name = 세르플로
|
||||||
planet.erekir.name = 에르키아
|
planet.erekir.name = 에러키얼
|
||||||
planet.sun.name = 태양
|
planet.sun.name = 태양
|
||||||
|
|
||||||
sector.impact0078.name = 임팩트 0078
|
sector.impact0078.name = 임팩트 0078
|
||||||
@@ -862,7 +874,7 @@ sector.tarFields.name = 타르 벌판
|
|||||||
sector.saltFlats.name = 소금 사막
|
sector.saltFlats.name = 소금 사막
|
||||||
sector.fungalPass.name = 포자 지대
|
sector.fungalPass.name = 포자 지대
|
||||||
sector.biomassFacility.name = 유기물 합성 시설
|
sector.biomassFacility.name = 유기물 합성 시설
|
||||||
sector.windsweptIslands.name = 폭풍의 격전지
|
sector.windsweptIslands.name = 바람이 세찬 섬
|
||||||
sector.extractionOutpost.name = 자원 추출기지
|
sector.extractionOutpost.name = 자원 추출기지
|
||||||
sector.facility32m.name = 32 M 시설
|
sector.facility32m.name = 32 M 시설
|
||||||
sector.taintedWoods.name = 오염된 산림
|
sector.taintedWoods.name = 오염된 산림
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = 바다 항구
|
|||||||
sector.weatheredChannels.name = 풍화된 수로
|
sector.weatheredChannels.name = 풍화된 수로
|
||||||
sector.mycelialBastion.name = 균사 성채
|
sector.mycelialBastion.name = 균사 성채
|
||||||
sector.frontier.name = 국경 지방
|
sector.frontier.name = 국경 지방
|
||||||
|
sector.sunkenPier.name = 가라앉은 부두
|
||||||
sector.cruxscape.name = 크럭스케이프
|
sector.cruxscape.name = 크럭스케이프
|
||||||
sector.geothermalStronghold.name = 지열 요새
|
sector.geothermalStronghold.name = 지열 요새
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = 적은 자연적으로 요새화된 외딴
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -931,7 +945,7 @@ sector.crossroads.name = 교차로
|
|||||||
sector.karst.name = 카르스트
|
sector.karst.name = 카르스트
|
||||||
sector.origin.name = 근원
|
sector.origin.name = 근원
|
||||||
|
|
||||||
sector.onset.description = 에르키아 정복을 시작하세요. 자원을 모으고, 유닛을 생산하고, 기술 연구를 시작하세요.
|
sector.onset.description = 에러키얼 정복을 시작하세요. 자원을 모으고, 유닛을 생산하고, 기술 연구를 시작하세요.
|
||||||
sector.aegis.description = 이 구역에는 텅스텐 매장지가 있습니다.\n[accent]충격 드릴[]을 연구해 이 자원을 채굴하고 해당 지역의 적 기지를 파괴하세요.
|
sector.aegis.description = 이 구역에는 텅스텐 매장지가 있습니다.\n[accent]충격 드릴[]을 연구해 이 자원을 채굴하고 해당 지역의 적 기지를 파괴하세요.
|
||||||
sector.lake.description = 이 지역의 광재 호수는 유닛의 활동 범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
|
sector.lake.description = 이 지역의 광재 호수는 유닛의 활동 범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
|
||||||
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 유닛이 필요할 것입니다.
|
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 유닛이 필요할 것입니다.
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = 상성
|
|||||||
stat.powercapacity = 전력 용량
|
stat.powercapacity = 전력 용량
|
||||||
stat.powershot = 전력/발
|
stat.powershot = 전력/발
|
||||||
stat.damage = 피해량
|
stat.damage = 피해량
|
||||||
|
stat.frequency = 빈도
|
||||||
stat.targetsair = 공중 조준
|
stat.targetsair = 공중 조준
|
||||||
stat.targetsground = 지상 조준
|
stat.targetsground = 지상 조준
|
||||||
|
stat.crushdamage = 파쇄 피해
|
||||||
|
stat.legsplashdamage = 다리 짓밟기 피해
|
||||||
|
stat.legsplashrange = 다리 짓밟기 피해 범위
|
||||||
stat.itemsmoved = 이동 속도
|
stat.itemsmoved = 이동 속도
|
||||||
stat.launchtime = 출격 간격
|
stat.launchtime = 출격 간격
|
||||||
stat.shootrange = 사거리
|
stat.shootrange = 사거리
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = 발사 주기
|
|||||||
stat.ammo = 탄약
|
stat.ammo = 탄약
|
||||||
stat.shieldhealth = 보호막 내구도
|
stat.shieldhealth = 보호막 내구도
|
||||||
stat.cooldowntime = 쿨타임
|
stat.cooldowntime = 쿨타임
|
||||||
|
stat.regenerationrate = 재생률
|
||||||
stat.explosiveness = 폭발성
|
stat.explosiveness = 폭발성
|
||||||
stat.basedeflectchance = 기본 반사 확률
|
stat.basedeflectchance = 기본 반사 확률
|
||||||
stat.lightningchance = 전격 생성 확률
|
stat.lightningchance = 전격 생성 확률
|
||||||
@@ -1101,7 +1120,7 @@ ability.suppressionfield = 재생성 억제 필드
|
|||||||
ability.suppressionfield.description = 근처 수리 건물을 잠깐동안 억제함
|
ability.suppressionfield.description = 근처 수리 건물을 잠깐동안 억제함
|
||||||
ability.energyfield = 에너지 필드
|
ability.energyfield = 에너지 필드
|
||||||
ability.energyfield.description = 근처 적을 감전시킴
|
ability.energyfield.description = 근처 적을 감전시킴
|
||||||
ability.energyfield.healdescription = 근처 적에게 전기 충격을 주고 아군을 치료함
|
ability.energyfield.healdescription = 근처 적에게 전기 충격을 주고 건물과 아군을 치료함
|
||||||
ability.regen = 재생
|
ability.regen = 재생
|
||||||
ability.regen.description = 시간이 지남에 따라 스스로 체력을 재생함
|
ability.regen.description = 시간이 지남에 따라 스스로 체력을 재생함
|
||||||
ability.liquidregen = 액체 흡수
|
ability.liquidregen = 액체 흡수
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] 체력/초
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] 체력/파동
|
ability.stat.pulseregen = [stat]{0}[lightgray] 체력/파동
|
||||||
ability.stat.shield = [stat]{0}[lightgray] 실드
|
ability.stat.shield = [stat]{0}[lightgray] 실드
|
||||||
ability.stat.repairspeed = [stat]{0}/초[lightgray] 수리 속도
|
ability.stat.repairspeed = [stat]{0}/초[lightgray] 수리 속도
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] 반사 확률
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] 체력/액체 단위
|
ability.stat.slurpheal = [stat]{0}[lightgray] 체력/액체 단위
|
||||||
ability.stat.cooldown = [stat]{0} 초[lightgray] 쿨타임
|
ability.stat.cooldown = [stat]{0} 초[lightgray] 쿨타임
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] 최대 목표
|
ability.stat.maxtargets = [stat]{0}[lightgray] 최대 목표
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = 발사 대기시간
|
|||||||
bar.input = 입력
|
bar.input = 입력
|
||||||
bar.output = 출력
|
bar.output = 출력
|
||||||
bar.strength = [stat]{0}[lightgray]x 치료 속도[][]
|
bar.strength = [stat]{0}[lightgray]x 치료 속도[][]
|
||||||
|
bar.regenerationrate = [stat]{0}/초[lightgray] 재생률
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = m
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = 발
|
unit.shots = 발
|
||||||
unit.pershot = /발
|
unit.pershot = /발
|
||||||
|
unit.perleg = /다리
|
||||||
category.purpose = 목적
|
category.purpose = 목적
|
||||||
category.general = 일반
|
category.general = 일반
|
||||||
category.power = 전력
|
category.power = 전력
|
||||||
@@ -1421,7 +1443,7 @@ rules.fillitems = 코어를 자원으로 채움
|
|||||||
rules.onlydepositcore = 오직 코어에만 투입 가능
|
rules.onlydepositcore = 오직 코어에만 투입 가능
|
||||||
rules.derelictrepair = 잔해 블록 수리 허용
|
rules.derelictrepair = 잔해 블록 수리 허용
|
||||||
rules.reactorexplosions = 원자로 폭발 허용
|
rules.reactorexplosions = 원자로 폭발 허용
|
||||||
rules.coreincinerates = 코어 방화 비허용
|
rules.coreincinerates = 코어에 특정 자원량 초과 시 자동 소각 허용
|
||||||
rules.disableworldprocessors = 월드 프로세서 비활성화
|
rules.disableworldprocessors = 월드 프로세서 비활성화
|
||||||
rules.schematic = 설계도 허용
|
rules.schematic = 설계도 허용
|
||||||
rules.wavetimer = 시간 제한이 있는 단계
|
rules.wavetimer = 시간 제한이 있는 단계
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = 건설 AI 등급
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS 공격 AI
|
rules.rtsai.campaign = RTS 공격 AI
|
||||||
rules.rtsai.campaign.info = 공격 맵에서는 유닛을 그룹화하여 더욱 지능적인 방식으로 플레이어 기지를 공격합니다.
|
rules.rtsai.campaign.info = 공격 맵에서는 유닛을 그룹화하여 더욱 지능적인 방식으로 플레이어 기지를 공격합니다.
|
||||||
|
rules.clearsectoronloss = 지역을 잃었을 시 잔해 제거
|
||||||
|
rules.clearsectoronloss.info = 지역을 잃게되면 이전 시도에서 건설한 플레이어의 건물이 유지되지 않습니다.
|
||||||
rules.rtsminsquadsize = 최소 부대 규모
|
rules.rtsminsquadsize = 최소 부대 규모
|
||||||
rules.rtsmaxsquadsize = 최대 부대 규모
|
rules.rtsmaxsquadsize = 최대 부대 규모
|
||||||
rules.rtsminattackweight = 최소 공격 중량
|
rules.rtsminattackweight = 최소 공격 중량
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = 패배한 팀 건물 정리하기 (PvP)
|
|||||||
rules.corecapture = 코어 파괴 시 점령
|
rules.corecapture = 코어 파괴 시 점령
|
||||||
rules.polygoncoreprotection = 다각형 코어 건설 금지구역
|
rules.polygoncoreprotection = 다각형 코어 건설 금지구역
|
||||||
rules.placerangecheck = 배치 거리 확인
|
rules.placerangecheck = 배치 거리 확인
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = 적 AI 무한자원
|
rules.enemyCheat = 적 AI 무한자원
|
||||||
rules.blockhealthmultiplier = 블록 체력 배수
|
rules.blockhealthmultiplier = 블록 체력 배수
|
||||||
rules.blockdamagemultiplier = 블록 피해량 배수
|
rules.blockdamagemultiplier = 블록 피해량 배수
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = 유닛 체력 배수
|
|||||||
rules.unitdamagemultiplier = 유닛 피해량 배수
|
rules.unitdamagemultiplier = 유닛 피해량 배수
|
||||||
rules.unitcrashdamagemultiplier = 유닛 충돌 피해량 배수
|
rules.unitcrashdamagemultiplier = 유닛 충돌 피해량 배수
|
||||||
rules.unitminespeedmultiplier = 유닛 채굴 속도 배수
|
rules.unitminespeedmultiplier = 유닛 채굴 속도 배수
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = 태양광 전력 배수
|
rules.solarmultiplier = 태양광 전력 배수
|
||||||
rules.unitcapvariable = 코어 유닛 수 제한 추가
|
rules.unitcapvariable = 코어 유닛 수 제한 추가
|
||||||
rules.unitpayloadsexplode = 들어올린 화물 유닛과 함께 폭발
|
rules.unitpayloadsexplode = 들어올린 화물 유닛과 함께 폭발
|
||||||
@@ -1698,14 +1728,14 @@ block.metal-tiles-9.name = 금속 타일 9
|
|||||||
block.metal-tiles-10.name = 금속 타일 10
|
block.metal-tiles-10.name = 금속 타일 10
|
||||||
block.metal-tiles-11.name = 금속 타일 11
|
block.metal-tiles-11.name = 금속 타일 11
|
||||||
block.metal-tiles-12.name = 금속 타일 12
|
block.metal-tiles-12.name = 금속 타일 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = 금속 타일 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = 금속 벽 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = 금속 벽 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = 금속 벽 3
|
||||||
block.colored-floor.name = 색상 바닥
|
block.colored-floor.name = 색상 바닥
|
||||||
block.colored-wall.name = 색상 벽
|
block.colored-wall.name = 색상 벽
|
||||||
block.character-overlay.name = 문자 타일
|
block.character-overlay.name = 문자 장식
|
||||||
block.character-overlay-white.name = 문자 타일 (하얀색)
|
block.character-overlay-white.name = 문자 장식 (하얀색)
|
||||||
block.rune-overlay.name = 룬 장식
|
block.rune-overlay.name = 룬 장식
|
||||||
block.rune-overlay-crux.name = 룬 장식 (크럭스)
|
block.rune-overlay-crux.name = 룬 장식 (크럭스)
|
||||||
block.dark-panel-1.name = 검은 패널 1
|
block.dark-panel-1.name = 검은 패널 1
|
||||||
@@ -1823,7 +1853,7 @@ block.cyclone.name = 사이클론
|
|||||||
block.fuse.name = 퓨즈
|
block.fuse.name = 퓨즈
|
||||||
block.shock-mine.name = 전격 지뢰
|
block.shock-mine.name = 전격 지뢰
|
||||||
block.overdrive-projector.name = 과부하 프로젝터
|
block.overdrive-projector.name = 과부하 프로젝터
|
||||||
block.force-projector.name = 보호막 프로젝터
|
block.force-projector.name = 방호 프로젝터
|
||||||
block.arc.name = 아크
|
block.arc.name = 아크
|
||||||
block.rtg-generator.name = RTG 발전기
|
block.rtg-generator.name = RTG 발전기
|
||||||
block.spectre.name = 스펙터
|
block.spectre.name = 스펙터
|
||||||
@@ -1853,7 +1883,7 @@ block.payload-source.name = 화물 공급기
|
|||||||
block.disassembler.name = 광재 분해기
|
block.disassembler.name = 광재 분해기
|
||||||
block.silicon-crucible.name = 실리콘 도가니
|
block.silicon-crucible.name = 실리콘 도가니
|
||||||
block.overdrive-dome.name = 대형 과부하 프로젝터
|
block.overdrive-dome.name = 대형 과부하 프로젝터
|
||||||
block.interplanetary-accelerator.name = 성간 가속기
|
block.interplanetary-accelerator.name = 행성간 가속기
|
||||||
block.constructor.name = 건설기
|
block.constructor.name = 건설기
|
||||||
block.constructor.description = 최대 2x2 크기의 구조물을 제작합니다.
|
block.constructor.description = 최대 2x2 크기의 구조물을 제작합니다.
|
||||||
block.large-constructor.name = 대형 건설기
|
block.large-constructor.name = 대형 건설기
|
||||||
@@ -1955,8 +1985,8 @@ block.radar.name = 레이더
|
|||||||
block.build-tower.name = 건설 타워
|
block.build-tower.name = 건설 타워
|
||||||
block.regen-projector.name = 재생 프로젝터
|
block.regen-projector.name = 재생 프로젝터
|
||||||
block.shockwave-tower.name = 충격파 타워
|
block.shockwave-tower.name = 충격파 타워
|
||||||
block.shield-projector.name = 방어막 프로젝터
|
block.shield-projector.name = 보호막 프로젝터
|
||||||
block.large-shield-projector.name = 대형 방어막 프로젝터
|
block.large-shield-projector.name = 대형 보호막 프로젝터
|
||||||
block.armored-duct.name = 장갑 도관
|
block.armored-duct.name = 장갑 도관
|
||||||
block.overflow-duct.name = 포화 도관
|
block.overflow-duct.name = 포화 도관
|
||||||
block.underflow-duct.name = 불포화 도관
|
block.underflow-duct.name = 불포화 도관
|
||||||
@@ -2082,21 +2112,21 @@ hint.factoryControl.mobile = 유닛 공장의 [accent]출력 목적지[]를 설
|
|||||||
|
|
||||||
gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
|
gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
|
||||||
gz.mine.mobile = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
|
gz.mine.mobile = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
|
||||||
gz.research = 오른쪽 하단에 \ue875 연구 기록을 클릭하거나 'J'키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 기록을 닫은 후, 오른쪽 아래에 있는 블록 메뉴에서 [accent]드릴 아이콘의 카테고리[]를 클릭하고, 해당 드릴을 선택하세요.\n구리 광석 위에 클릭해서 배치합니다.\n(만약 바로 건설되는게 불편하다면, 설정에서 건설 자동 일시정지를 킬 수 있습니다.)[]
|
gz.research = 오른쪽 하단에 \ue875 연구 기록을 클릭하거나 'J'키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 기록을 닫은 후, 오른쪽 아래에 있는 블록 메뉴에서 [accent]드릴 아이콘의 카테고리[]를 클릭하고, 해당 드릴을 선택하세요.\n구리 광석 위에 클릭해서 배치합니다.\n[lightgray](만약 바로 건설되는게 불편하다면, 설정->게임에서 건설 자동 일시정지를 킬 수 있습니다.)[]
|
||||||
gz.research.mobile = 왼쪽 상단에 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 메뉴를 닫아서 오른쪽 아래에 있는 블록 메뉴에 [accent]드릴 아이콘의 카테고리[]를 누르고, 해당 드릴을 선택하세요.\n구리 광석 위에 눌러서 배치합니다.\n\n오른쪽 아래 \ue800 [accent]체크마크[]를 눌러 확정지으세요.
|
gz.research.mobile = 왼쪽 상단에 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 메뉴를 닫아서 오른쪽 아래에 있는 블록 메뉴에 [accent]드릴 아이콘의 카테고리[]를 누르고, 해당 드릴을 선택하세요.\n구리 광석 위에 눌러서 배치합니다.\n\n오른쪽 아래 \ue800 [accent]체크마크[]를 눌러 확정지으세요.
|
||||||
gz.conveyors = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n컨베이어를 선택하고, 클릭하고 드래그해서 컨베이어를 길게 배치하세요.\n[accent]스크롤[]로 방향을 회전할 수 있습니다.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
gz.conveyors = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n컨베이어를 선택하고, 클릭하고 드래그해서 컨베이어를 길게 배치하세요.\n[accent]스크롤[]로 방향을 회전할 수 있습니다.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
||||||
gz.conveyors.mobile = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n손가락을 길게 누르고 끌어서 컨베이어를 길게 배치하세요.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
gz.conveyors.mobile = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n손가락을 길게 누르고 끌어서 컨베이어를 길게 배치하세요.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
||||||
gz.drills = 채굴 작업을 확장하세요.\n기계식 드릴을 더 배치하세요.\n[accent]새 목표:[] 드릴로 구리를 채굴하고 컨베이어를 이용해 [accent]구리 100개[]를 코어로 운반하기.
|
gz.drills = 채굴 작업을 확장하세요.\n기계식 드릴을 더 배치하세요.\n[accent]새 목표:[] 드릴로 구리를 채굴하고 컨베이어를 이용해 [accent]구리 100개[]를 코어로 운반하기.
|
||||||
gz.lead = \uf837 [accent]납[]은 일반적으로 사용되는 또 다른 자원입니다.\n납을 채굴하기 위한 드릴을 건설하세요.
|
gz.lead = \uf837 [accent]납[]은 일반적으로 사용되는 또 다른 자원입니다.\n납을 채굴하기 위한 드릴과 컨베이어를 건설하세요.
|
||||||
gz.moveup = \ue804 추가 목표를 위해 위로 이동하세요.
|
gz.moveup = \ue804 추가 목표를 위해 위로 이동하세요.
|
||||||
gz.turrets = 이 게임의 핵심인 '코어'를 보호하기 위해 \uf861 [accent]듀오[] 포탑을 연구하고 2개를 설치하세요.\n듀오 포탑은 컨베이어로부터 \uf838 [accent]탄약[]을 공급받아야 합니다.
|
gz.turrets = 이 게임의 핵심인 '코어'를 보호하기 위해 \uf861 [accent]듀오[] 포탑을 연구하고 2개를 설치하세요.\n듀오 포탑은 컨베이어로부터 \uf838 [accent]탄약[]을 공급받아야 합니다.
|
||||||
gz.duoammo = 컨베이어를 활용하여, 듀오 포탑에 [accent]구리[]를 공급하세요.
|
gz.duoammo = 컨베이어를 활용하여, 듀오 포탑에 [accent]구리[]를 공급하세요.
|
||||||
gz.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf8ae [accent]구리 벽[]을 배치하세요.
|
gz.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n\uf8ae [accent]구리 벽[]을 연구하고 포탑 주변에 배치하세요.
|
||||||
gz.defend = 적이 다가옵니다, 방어 태세를 갖추세요.
|
gz.defend = 적이 다가옵니다, 방어 태세를 갖추세요.
|
||||||
gz.aa = 비행 유닛은 기본 포탑으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 훌륭한 대공 방어를 자랑하지만, 탄환으로 \uf837 [accent]납[]이 필요합니다.
|
gz.aa = 비행 유닛은 기본 포탑으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 훌륭한 대공 방어를 자랑하지만, 탄환으로 \uf837 [accent]납[]이 필요합니다.\n전에 숙지 했던 방법으로 스캐터를 배치하세요.
|
||||||
gz.scatterammo = 컨베이어를 활용하여, 스캐터 포탑에 [accent]납[]을 공급하세요.
|
gz.scatterammo = 컨베이어를 활용하여, 스캐터 포탑에 [accent]납[]을 공급하세요.
|
||||||
gz.supplyturret = [accent]보급 포탑
|
gz.supplyturret = [accent]포탑에 탄약 보급
|
||||||
gz.zone1 = 이건 적의 착륙 지점입니다.
|
gz.zone1 = 여긴 적의 착륙 지점입니다.
|
||||||
gz.zone2 = 반경에 세워진 모든 것은 단계가 시작되면 파괴됩니다.
|
gz.zone2 = 반경에 세워진 모든 것은 단계가 시작되면 파괴됩니다.
|
||||||
gz.zone3 = 단계가 지금 시작됩니다.\n준비하세요.
|
gz.zone3 = 단계가 지금 시작됩니다.\n준비하세요.
|
||||||
gz.finish = 포탑을 더 건설하고, 자원을 더 채굴하고,\n그리고 모든 단계를 막아내어 [accent]이 지역을 점령[]하세요. 이것으로 튜토리얼을 마칩니다. 행운을 빕니다.
|
gz.finish = 포탑을 더 건설하고, 자원을 더 채굴하고,\n그리고 모든 단계를 막아내어 [accent]이 지역을 점령[]하세요. 이것으로 튜토리얼을 마칩니다. 행운을 빕니다.
|
||||||
@@ -2156,7 +2186,7 @@ item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불
|
|||||||
item.pyratite.description = 방화 무기와 연료를 연소하는 발전기에 사용되는 가연성이 매우 높은 물질입니다.
|
item.pyratite.description = 방화 무기와 연료를 연소하는 발전기에 사용되는 가연성이 매우 높은 물질입니다.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
item.beryllium.description = 에르키아의 여러 종류의 건축물과 탄약에 사용됩니다.
|
item.beryllium.description = 에러키얼의 여러 종류의 건축물과 탄약에 사용됩니다.
|
||||||
item.tungsten.description = 드릴, 장갑 및 탄약에 사용됩니다. 보다 발전된 구조물을 건설하는 데 필요합니다.
|
item.tungsten.description = 드릴, 장갑 및 탄약에 사용됩니다. 보다 발전된 구조물을 건설하는 데 필요합니다.
|
||||||
item.oxide.description = 전력용 열전도체 및 절연체로 사용됩니다.
|
item.oxide.description = 전력용 열전도체 및 절연체로 사용됩니다.
|
||||||
item.carbide.description = 첨단 구조물, 강력한 유닛 및 탄약에 사용됩니다.
|
item.carbide.description = 첨단 구조물, 강력한 유닛 및 탄약에 사용됩니다.
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = 코드를 실행하는 클라이언트의 플레이어 이
|
|||||||
lglobal.@clientTeam = 코드를 실행하는 클라이언트의 팀 ID
|
lglobal.@clientTeam = 코드를 실행하는 클라이언트의 팀 ID
|
||||||
lglobal.@clientMobile = 코드를 실행하는 클라이언트가 모바일에 있는 경우 true, 그렇지 않으면 false
|
lglobal.@clientMobile = 코드를 실행하는 클라이언트가 모바일에 있는 경우 true, 그렇지 않으면 false
|
||||||
|
|
||||||
logic.nounitbuild = [red]유닛의 건설 로직은 여기에서 허용되지 않습니다.
|
|
||||||
|
|
||||||
lenum.type = 건물/유닛의 유형\n예로 분배기는 문자열이 아니라 [accent]@router[]를 반환합니다.
|
lenum.type = 건물/유닛의 유형\n예로 분배기는 문자열이 아니라 [accent]@router[]를 반환합니다.
|
||||||
lenum.shoot = 특정 위치에 발사
|
lenum.shoot = 특정 위치에 발사
|
||||||
lenum.shootp = 목표물 속도를 예측하여 발사
|
lenum.shootp = 목표물 속도를 예측하여 발사
|
||||||
@@ -2635,7 +2663,7 @@ lenum.always = 항상 참
|
|||||||
lenum.idiv = 정수 나누기
|
lenum.idiv = 정수 나누기
|
||||||
lenum.div = 나누기\n0으로 나누면 [accent]null[]을 반환합니다.
|
lenum.div = 나누기\n0으로 나누면 [accent]null[]을 반환합니다.
|
||||||
lenum.mod = 나머지
|
lenum.mod = 나머지
|
||||||
lenum.emod = 모듈로가 참이면 결과 부호는 나누는 수에서 나옵니다.
|
lenum.emod = 참 모듈로, 결과 부호는 나누는 수에서 나옵니다.
|
||||||
lenum.equal = 동치 비교. 형변환 가능\nNull이 아닌 객체가 숫자와 비교하려면 1이 되고, 아니면 0이 됩니다.
|
lenum.equal = 동치 비교. 형변환 가능\nNull이 아닌 객체가 숫자와 비교하려면 1이 되고, 아니면 0이 됩니다.
|
||||||
lenum.notequal = 동치 부정. 형변환 가능
|
lenum.notequal = 동치 부정. 형변환 가능
|
||||||
lenum.strictequal = 엄격한 동치 비교. 형변환 불가능\n[accent]null[]을 확인할 때 쓸 수 있습니다.
|
lenum.strictequal = 엄격한 동치 비교. 형변환 불가능\n[accent]null[]을 확인할 때 쓸 수 있습니다.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Branduolys yra puolamas! >
|
|||||||
nearpoint = [[ [scarlet]NEDELSDAMI PALIKITE IŠMETIMO ZONĄ[] ]\nneišvengiamas sunaikinimas
|
nearpoint = [[ [scarlet]NEDELSDAMI PALIKITE IŠMETIMO ZONĄ[] ]\nneišvengiamas sunaikinimas
|
||||||
database = Branduolio duomenų dazė
|
database = Branduolio duomenų dazė
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Išsaugoti žaidimą
|
savegame = Išsaugoti žaidimą
|
||||||
loadgame = Užkrauti žaidimą
|
loadgame = Užkrauti žaidimą
|
||||||
joingame = Įeiti į žaidimą
|
joingame = Įeiti į žaidimą
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Ar tikrai norite publikuoti tai?\n\n[lightgray]Pirma įsitikin
|
|||||||
publish.error = Įvyko klaida publikuojant elementą: {0}
|
publish.error = Įvyko klaida publikuojant elementą: {0}
|
||||||
steam.error = Nepavyko inicijuoti Steam paslaugų.Klaida: {0}
|
steam.error = Nepavyko inicijuoti Steam paslaugų.Klaida: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Teptukas
|
editor.brush = Teptukas
|
||||||
editor.openin = Atidaryti redaktoriuje
|
editor.openin = Atidaryti redaktoriuje
|
||||||
editor.oregen = Rūdų generacija
|
editor.oregen = Rūdų generacija
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Taisyklės:
|
|||||||
editor.generation = Generacija:
|
editor.generation = Generacija:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Energijos Talpumas
|
stat.powercapacity = Energijos Talpumas
|
||||||
stat.powershot = Energija per šūvį
|
stat.powershot = Energija per šūvį
|
||||||
stat.damage = Žala
|
stat.damage = Žala
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Šaudo į oro taikinius
|
stat.targetsair = Šaudo į oro taikinius
|
||||||
stat.targetsground = Šaudo į žemės taikinius
|
stat.targetsground = Šaudo į žemės taikinius
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Judėjimo Greitis
|
stat.itemsmoved = Judėjimo Greitis
|
||||||
stat.launchtime = Laikas Tarp Paleidimų
|
stat.launchtime = Laikas Tarp Paleidimų
|
||||||
stat.shootrange = Atstumas
|
stat.shootrange = Atstumas
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Šūviai per sekundę
|
|||||||
stat.ammo = Šoviniai
|
stat.ammo = Šoviniai
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Įeiga
|
bar.input = Įeiga
|
||||||
bar.output = Išeiga
|
bar.output = Išeiga
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Bendra
|
category.general = Bendra
|
||||||
category.power = Energija
|
category.power = Energija
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Neriboti Kompiuterio (Raudonosios Komandos) Resursai
|
rules.enemyCheat = Neriboti Kompiuterio (Raudonosios Komandos) Resursai
|
||||||
rules.blockhealthmultiplier = Blokų Gyvybių Daugiklis
|
rules.blockhealthmultiplier = Blokų Gyvybių Daugiklis
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Vienetų Gyvybių Daugiklis
|
|||||||
rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Core wordt aangevallen! >
|
|||||||
nearpoint = [[ [scarlet]VERLAAT DE LANDINGSZONE ONMIDDELIJK[] ]\nlevensgevaarlijk
|
nearpoint = [[ [scarlet]VERLAAT DE LANDINGSZONE ONMIDDELIJK[] ]\nlevensgevaarlijk
|
||||||
database = Core Database
|
database = Core Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Opslaan
|
savegame = Opslaan
|
||||||
loadgame = Laden
|
loadgame = Laden
|
||||||
joingame = Treed toe
|
joingame = Treed toe
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Weet je zeker dat je dit wilt publiceren?\n\n[lightgray]Zorg e
|
|||||||
publish.error = Fout met het publiceren: {0}
|
publish.error = Fout met het publiceren: {0}
|
||||||
steam.error = Fout met het opstarten van steam diensten.\nError: {0}
|
steam.error = Fout met het opstarten van steam diensten.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeet:
|
editor.planet = Planeet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Zaad:
|
editor.seed = Zaad:
|
||||||
editor.cliffs = Muren naar kliffen
|
|
||||||
editor.brush = Kwast
|
editor.brush = Kwast
|
||||||
editor.openin = Bewerk in editor
|
editor.openin = Bewerk in editor
|
||||||
editor.oregen = Ertsgeneratie
|
editor.oregen = Ertsgeneratie
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Regels:
|
|||||||
editor.generation = Generatie:
|
editor.generation = Generatie:
|
||||||
editor.objectives = Doelen
|
editor.objectives = Doelen
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Gefeliciteerd.\n\nDe vijand op {0} is verslagen.\n[l
|
|||||||
sectorlist = Sectoren
|
sectorlist = Sectoren
|
||||||
sectorlist.attacked = {0} onder vuur
|
sectorlist.attacked = {0} onder vuur
|
||||||
sectors.unexplored = [lightgray]Onverkend
|
sectors.unexplored = [lightgray]Onverkend
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Grondstoffen:
|
sectors.resources = Grondstoffen:
|
||||||
sectors.production = Productie:
|
sectors.production = Productie:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Golf:
|
|||||||
sectors.stored = Opgeslagen:
|
sectors.stored = Opgeslagen:
|
||||||
sectors.resume = Doorgaan
|
sectors.resume = Doorgaan
|
||||||
sectors.launch = Lanceer
|
sectors.launch = Lanceer
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecteer
|
sectors.select = Selecteer
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Hernoem Sector
|
|||||||
sectors.enemybase = [scarlet]Vijandelijke Basis
|
sectors.enemybase = [scarlet]Vijandelijke Basis
|
||||||
sectors.vulnerable = [scarlet]Kwetsbaar
|
sectors.vulnerable = [scarlet]Kwetsbaar
|
||||||
sectors.underattack = [scarlet]Onder vuur! [accent]{0}% beschadigd
|
sectors.underattack = [scarlet]Onder vuur! [accent]{0}% beschadigd
|
||||||
sectors.underattack.nodamage = [scarlet]Onoverwonnen
|
|
||||||
sectors.survives = [accent]Overleeft {0} waves
|
|
||||||
sectors.go = Ga
|
sectors.go = Ga
|
||||||
sector.abandon = Verlaat
|
sector.abandon = Verlaat
|
||||||
sector.abandon.confirm = De core(s) van deze sector zal(zullen) zichzelf vernietigen. Doorgaan?
|
sector.abandon.confirm = De core(s) van deze sector zal(zullen) zichzelf vernietigen. Doorgaan?
|
||||||
sector.curcapture = Sector Veroverd
|
sector.curcapture = Sector Veroverd
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Verloren
|
sector.curlost = Sector Verloren
|
||||||
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
||||||
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = De vijand heeft een basis gevestigd op een af
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Tegenstellingen
|
|||||||
stat.powercapacity = Stroomcapaciteit
|
stat.powercapacity = Stroomcapaciteit
|
||||||
stat.powershot = Stroom/Schot
|
stat.powershot = Stroom/Schot
|
||||||
stat.damage = Schade
|
stat.damage = Schade
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Luchtdoelwitten
|
stat.targetsair = Luchtdoelwitten
|
||||||
stat.targetsground = Gronddoelwitten
|
stat.targetsground = Gronddoelwitten
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Beweegingssnelheid
|
stat.itemsmoved = Beweegingssnelheid
|
||||||
stat.launchtime = Tijd tussen lanceringen
|
stat.launchtime = Tijd tussen lanceringen
|
||||||
stat.shootrange = Bereik
|
stat.shootrange = Bereik
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Schoten/Seconde
|
|||||||
stat.ammo = Ammunitie
|
stat.ammo = Ammunitie
|
||||||
stat.shieldhealth = Schild Levenspunten
|
stat.shieldhealth = Schild Levenspunten
|
||||||
stat.cooldowntime = Afkoelingsperiode
|
stat.cooldowntime = Afkoelingsperiode
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiviteit
|
stat.explosiveness = Explosiviteit
|
||||||
stat.basedeflectchance = Basis Afbuigingskans
|
stat.basedeflectchance = Basis Afbuigingskans
|
||||||
stat.lightningchance = Bliksemkans
|
stat.lightningchance = Bliksemkans
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Lancering Afkoelingstijd
|
|||||||
bar.input = Invoer
|
bar.input = Invoer
|
||||||
bar.output = Uitvoer
|
bar.output = Uitvoer
|
||||||
bar.strength = [stat]{0}[lightgray]x sterkte
|
bar.strength = [stat]{0}[lightgray]x sterkte
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Gestuurd
|
units.processorcontrol = [lightgray]Processor Gestuurd
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mln
|
|||||||
unit.billions = mjd
|
unit.billions = mjd
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /schot
|
unit.pershot = /schot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Doel
|
category.purpose = Doel
|
||||||
category.general = Algemeen
|
category.general = Algemeen
|
||||||
category.power = Stroom
|
category.power = Stroom
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Ploeg Grootte
|
rules.rtsminsquadsize = Min Ploeg Grootte
|
||||||
rules.rtsmaxsquadsize = Max Ploeg Grootte
|
rules.rtsmaxsquadsize = Max Ploeg Grootte
|
||||||
rules.rtsminattackweight = Min Aanvalsgewicht
|
rules.rtsminattackweight = Min Aanvalsgewicht
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Ruim verslagen gebouwen van team op (PvP)
|
|||||||
rules.corecapture = Verover Core Bij Vernietiging
|
rules.corecapture = Verover Core Bij Vernietiging
|
||||||
rules.polygoncoreprotection = Veelhoekige Corebescherming
|
rules.polygoncoreprotection = Veelhoekige Corebescherming
|
||||||
rules.placerangecheck = Plaatsingsbereik Controle
|
rules.placerangecheck = Plaatsingsbereik Controle
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Oneindige AI Materialen
|
rules.enemyCheat = Oneindige AI Materialen
|
||||||
rules.blockhealthmultiplier = Blok Levenspunten Vermenigvuldiger
|
rules.blockhealthmultiplier = Blok Levenspunten Vermenigvuldiger
|
||||||
rules.blockdamagemultiplier = Blokschade Vermenigvuldiger
|
rules.blockdamagemultiplier = Blokschade Vermenigvuldiger
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Eenheid Levenspunten Vermenigvuldiger
|
|||||||
rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
||||||
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Kern wordt aangevallen! >
|
|||||||
nearpoint = [[ [scarlet]VERLAAT dit gebied onmiddelijk[] ]\nDirecte vernietiging...
|
nearpoint = [[ [scarlet]VERLAAT dit gebied onmiddelijk[] ]\nDirecte vernietiging...
|
||||||
database = Kern Database
|
database = Kern Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Opslaan
|
savegame = Opslaan
|
||||||
loadgame = Openen
|
loadgame = Openen
|
||||||
joingame = Multiplayer
|
joingame = Multiplayer
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Brush
|
editor.brush = Brush
|
||||||
editor.openin = Open In Editor
|
editor.openin = Open In Editor
|
||||||
editor.oregen = Ore Generation
|
editor.oregen = Ore Generation
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Rules:
|
|||||||
editor.generation = Generation:
|
editor.generation = Generation:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Power Capacity
|
stat.powercapacity = Power Capacity
|
||||||
stat.powershot = Power/Shot
|
stat.powershot = Power/Shot
|
||||||
stat.damage = Damage
|
stat.damage = Damage
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Shots/Second
|
|||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Power
|
category.power = Power
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Rdzeń jest atakowany! >
|
|||||||
nearpoint = [[ [scarlet]NATYCHMIAST OPUŚĆ PUNKT ZRZUTU[] ]\nnadciąga zniszczenie
|
nearpoint = [[ [scarlet]NATYCHMIAST OPUŚĆ PUNKT ZRZUTU[] ]\nnadciąga zniszczenie
|
||||||
database = Centralna baza danych
|
database = Centralna baza danych
|
||||||
database.button = Baza Danych
|
database.button = Baza Danych
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Zapisz Grę
|
savegame = Zapisz Grę
|
||||||
loadgame = Wczytaj Grę
|
loadgame = Wczytaj Grę
|
||||||
joingame = Dołącz Do Gry
|
joingame = Dołącz Do Gry
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Czy jesteś pewien, że chcesz to opublikować?\n\n[lightgray]
|
|||||||
publish.error = Błąd podczas publikowania pozycji: {0}
|
publish.error = Błąd podczas publikowania pozycji: {0}
|
||||||
steam.error = Nie udało się zainicjować serwisów Steam.\nBłąd: {0}
|
steam.error = Nie udało się zainicjować serwisów Steam.\nBłąd: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Ziarno:
|
editor.seed = Ziarno:
|
||||||
editor.cliffs = Ściany Na Klify
|
|
||||||
editor.brush = Pędzel
|
editor.brush = Pędzel
|
||||||
editor.openin = Otwórz w Edytorze
|
editor.openin = Otwórz w Edytorze
|
||||||
editor.oregen = Generacja Złóż
|
editor.oregen = Generacja Złóż
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Zasady:
|
|||||||
editor.generation = Generacja:
|
editor.generation = Generacja:
|
||||||
editor.objectives = Cele
|
editor.objectives = Cele
|
||||||
editor.locales = Pakiety regionalne
|
editor.locales = Pakiety regionalne
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edytuj nazwę
|
editor.worldprocessors.editname = Edytuj nazwę
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Gratulacje.\n\nWróg na sektorze {0} został pokonan
|
|||||||
sectorlist = Sektory
|
sectorlist = Sektory
|
||||||
sectorlist.attacked = {0} atakowanych
|
sectorlist.attacked = {0} atakowanych
|
||||||
sectors.unexplored = [lightgray]Niezbadane
|
sectors.unexplored = [lightgray]Niezbadane
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Zasoby:
|
sectors.resources = Zasoby:
|
||||||
sectors.production = Produkcja:
|
sectors.production = Produkcja:
|
||||||
sectors.export = Eksport:
|
sectors.export = Eksport:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Fala:
|
|||||||
sectors.stored = Zmagazynowane:
|
sectors.stored = Zmagazynowane:
|
||||||
sectors.resume = Kontynuuj
|
sectors.resume = Kontynuuj
|
||||||
sectors.launch = Wystrzel
|
sectors.launch = Wystrzel
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Wybierz
|
sectors.select = Wybierz
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Zmień Nazwę Sektora
|
|||||||
sectors.enemybase = [scarlet]Baza Wroga
|
sectors.enemybase = [scarlet]Baza Wroga
|
||||||
sectors.vulnerable = [scarlet]Wrażliwy
|
sectors.vulnerable = [scarlet]Wrażliwy
|
||||||
sectors.underattack = [scarlet] Jest Atakowany! [accent]{0}% uszkodzono
|
sectors.underattack = [scarlet] Jest Atakowany! [accent]{0}% uszkodzono
|
||||||
sectors.underattack.nodamage = [scarlet]Nie przejęty
|
|
||||||
sectors.survives = [accent]Przeżywa {0} fal
|
|
||||||
sectors.go = Idź
|
sectors.go = Idź
|
||||||
sector.abandon = Porzuć
|
sector.abandon = Porzuć
|
||||||
sector.abandon.confirm = Ten sektor zostanie samo-zniszczony.\nKontynuować?
|
sector.abandon.confirm = Ten sektor zostanie samo-zniszczony.\nKontynuować?
|
||||||
sector.curcapture = Sektor Podbity
|
sector.curcapture = Sektor Podbity
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor Stracony
|
sector.curlost = Sektor Stracony
|
||||||
sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
||||||
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Wróg założył bazę na odległej, naturaln
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Przeciwieństwa
|
|||||||
stat.powercapacity = Pojemność mocy
|
stat.powercapacity = Pojemność mocy
|
||||||
stat.powershot = moc/strzał
|
stat.powershot = moc/strzał
|
||||||
stat.damage = Obrażenia
|
stat.damage = Obrażenia
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Namierza wrogów powietrznych
|
stat.targetsair = Namierza wrogów powietrznych
|
||||||
stat.targetsground = Namierza wrogów lądowych
|
stat.targetsground = Namierza wrogów lądowych
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Prędkość poruszania się
|
stat.itemsmoved = Prędkość poruszania się
|
||||||
stat.launchtime = Czas pomiędzy wystrzeleniami
|
stat.launchtime = Czas pomiędzy wystrzeleniami
|
||||||
stat.shootrange = Zasięg
|
stat.shootrange = Zasięg
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Strzałów/Sekundę
|
|||||||
stat.ammo = Amunicja
|
stat.ammo = Amunicja
|
||||||
stat.shieldhealth = Życie Tarczy
|
stat.shieldhealth = Życie Tarczy
|
||||||
stat.cooldowntime = Czas Odnowienia
|
stat.cooldowntime = Czas Odnowienia
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Wybuchowość
|
stat.explosiveness = Wybuchowość
|
||||||
stat.basedeflectchance = Bazowa Szansa Na Odbicie
|
stat.basedeflectchance = Bazowa Szansa Na Odbicie
|
||||||
stat.lightningchance = Szansa Na Błyskawicę
|
stat.lightningchance = Szansa Na Błyskawicę
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] zdrowie/sek
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] zdrowie/puls
|
ability.stat.pulseregen = [stat]{0}[lightgray] zdrowie/puls
|
||||||
ability.stat.shield = [stat]{0}[lightgray] osłony
|
ability.stat.shield = [stat]{0}[lightgray] osłony
|
||||||
ability.stat.repairspeed = [stat]{0}/sek[lightgray] szybkość naprawy
|
ability.stat.repairspeed = [stat]{0}/sek[lightgray] szybkość naprawy
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] zdrowie/jednostka cieczy
|
ability.stat.slurpheal = [stat]{0}[lightgray] zdrowie/jednostka cieczy
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Czas odnowienia wystrzału
|
|||||||
bar.input = Wejście
|
bar.input = Wejście
|
||||||
bar.output = Wyjście
|
bar.output = Wyjście
|
||||||
bar.strength = [stat]{0}[lightgray]x siły
|
bar.strength = [stat]{0}[lightgray]x siły
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mln.
|
|||||||
unit.billions = mld.
|
unit.billions = mld.
|
||||||
unit.shots = strzały
|
unit.shots = strzały
|
||||||
unit.pershot = /strzał
|
unit.pershot = /strzał
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Opis
|
category.purpose = Opis
|
||||||
category.general = Główne
|
category.general = Główne
|
||||||
category.power = Prąd
|
category.power = Prąd
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Poziom Budowania AI
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = Na mapach typu „atak” sprawia, że jednostki grupują się i atakują bazy graczy w bardziej inteligentny sposób.
|
rules.rtsai.campaign.info = Na mapach typu „atak” sprawia, że jednostki grupują się i atakują bazy graczy w bardziej inteligentny sposób.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Minimalny Rozmiar Składu
|
rules.rtsminsquadsize = Minimalny Rozmiar Składu
|
||||||
rules.rtsmaxsquadsize = Maksymalny Rozmiar Składu
|
rules.rtsmaxsquadsize = Maksymalny Rozmiar Składu
|
||||||
rules.rtsminattackweight = Minimalna Waga Ataku
|
rules.rtsminattackweight = Minimalna Waga Ataku
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Usuń Budynki Pokonanej Drużyny (PvP)
|
|||||||
rules.corecapture = Przejmij Zniszczony Rdzeń
|
rules.corecapture = Przejmij Zniszczony Rdzeń
|
||||||
rules.polygoncoreprotection = Wielokątna Ochrona Rdzenia
|
rules.polygoncoreprotection = Wielokątna Ochrona Rdzenia
|
||||||
rules.placerangecheck = Sprawdzanie Zasięgu Podczas Umieszczenia
|
rules.placerangecheck = Sprawdzanie Zasięgu Podczas Umieszczenia
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Nieskończone Zasoby SI (wroga)
|
rules.enemyCheat = Nieskończone Zasoby SI (wroga)
|
||||||
rules.blockhealthmultiplier = Mnożnik Życia Bloków
|
rules.blockhealthmultiplier = Mnożnik Życia Bloków
|
||||||
rules.blockdamagemultiplier = Mnożnik Uszkodzeń Bloków
|
rules.blockdamagemultiplier = Mnożnik Uszkodzeń Bloków
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Mnożnik Życia Jednostek
|
|||||||
rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
||||||
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
||||||
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona.
|
|
||||||
|
|
||||||
lenum.type = Typ budynku/jednostki.\nnp. dla każdego rozdzielacza, zwróci [accent]@router[].\nNie jest łańcuchem znaków (string).
|
lenum.type = Typ budynku/jednostki.\nnp. dla każdego rozdzielacza, zwróci [accent]@router[].\nNie jest łańcuchem znaków (string).
|
||||||
lenum.shoot = Strzel w określoną pozycje.
|
lenum.shoot = Strzel w określoną pozycje.
|
||||||
lenum.shootp = Strzel w jednostkę/budynek z zachowaniem trajektorii.
|
lenum.shootp = Strzel w jednostkę/budynek z zachowaniem trajektorii.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < O Núcleo está sob ataque! >
|
|||||||
nearpoint = [[ [scarlet]SAIA DO PONTO DE QUEDA IMEDIATAMENTE[] ]\naniquilação iminente
|
nearpoint = [[ [scarlet]SAIA DO PONTO DE QUEDA IMEDIATAMENTE[] ]\naniquilação iminente
|
||||||
database = Banco de Dados do Núcleo
|
database = Banco de Dados do Núcleo
|
||||||
database.button = Banco de Dados
|
database.button = Banco de Dados
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvar Jogo
|
savegame = Salvar Jogo
|
||||||
loadgame = Carregar Jogo
|
loadgame = Carregar Jogo
|
||||||
joingame = Juntar-se ao Jogo
|
joingame = Juntar-se ao Jogo
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Você tem certeza de que quer publicar isso?\n\n[lightgray]Pri
|
|||||||
publish.error = Erro ao publicar o item: {0}
|
publish.error = Erro ao publicar o item: {0}
|
||||||
steam.error = Falha em iniciar os serviços da Steam.\nErro: {0}
|
steam.error = Falha em iniciar os serviços da Steam.\nErro: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Setor:
|
editor.sector = Setor:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Paredes para Penhascos
|
|
||||||
editor.brush = Pincel
|
editor.brush = Pincel
|
||||||
editor.openin = Abrir no editor
|
editor.openin = Abrir no editor
|
||||||
editor.oregen = Geração de minério
|
editor.oregen = Geração de minério
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Regras:
|
|||||||
editor.generation = Geração:
|
editor.generation = Geração:
|
||||||
editor.objectives = Objetivos:
|
editor.objectives = Objetivos:
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Parabéns.\n\nO inimigo em {0} foi derrotado.\n[ligh
|
|||||||
sectorlist = Setores
|
sectorlist = Setores
|
||||||
sectorlist.attacked = {0} sob ataque
|
sectorlist.attacked = {0} sob ataque
|
||||||
sectors.unexplored = [lightgray]Inexplorado
|
sectors.unexplored = [lightgray]Inexplorado
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Produção:
|
sectors.production = Produção:
|
||||||
sectors.export = Exportar:
|
sectors.export = Exportar:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Horda:
|
|||||||
sectors.stored = Armazenado:
|
sectors.stored = Armazenado:
|
||||||
sectors.resume = Continuar
|
sectors.resume = Continuar
|
||||||
sectors.launch = Lançar
|
sectors.launch = Lançar
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecionar
|
sectors.select = Selecionar
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Renomear Setor
|
|||||||
sectors.enemybase = [scarlet]Base Inimiga
|
sectors.enemybase = [scarlet]Base Inimiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerável
|
sectors.vulnerable = [scarlet]Vulnerável
|
||||||
sectors.underattack = [scarlet]Sob Ataque! [accent]{0}% danificado
|
sectors.underattack = [scarlet]Sob Ataque! [accent]{0}% danificado
|
||||||
sectors.underattack.nodamage = [scarlet]Não Capturado
|
|
||||||
sectors.survives = [accent]Sobreviva {0} hordas
|
|
||||||
sectors.go = Ir
|
sectors.go = Ir
|
||||||
sector.abandon = Abandonar
|
sector.abandon = Abandonar
|
||||||
sector.abandon.confirm = O(s) Núcleo(s) desse setor vão se auto-destruir.\nContinuar?
|
sector.abandon.confirm = O(s) Núcleo(s) desse setor vão se auto-destruir.\nContinuar?
|
||||||
sector.curcapture = Setor Capturado
|
sector.curcapture = Setor Capturado
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Setor Perdido
|
sector.curlost = Setor Perdido
|
||||||
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opostos
|
|||||||
stat.powercapacity = Capacidade de Energia
|
stat.powercapacity = Capacidade de Energia
|
||||||
stat.powershot = Energia/tiro
|
stat.powershot = Energia/tiro
|
||||||
stat.damage = Dano
|
stat.damage = Dano
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Mira no ar
|
stat.targetsair = Mira no ar
|
||||||
stat.targetsground = Mira no chão
|
stat.targetsground = Mira no chão
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Velocidade de movimento
|
stat.itemsmoved = Velocidade de movimento
|
||||||
stat.launchtime = Tempo entre Disparos
|
stat.launchtime = Tempo entre Disparos
|
||||||
stat.shootrange = Alcance
|
stat.shootrange = Alcance
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Tempo de recarga
|
|||||||
stat.ammo = Munição
|
stat.ammo = Munição
|
||||||
stat.shieldhealth = Vida do Escudo
|
stat.shieldhealth = Vida do Escudo
|
||||||
stat.cooldowntime = Tempo de espera
|
stat.cooldowntime = Tempo de espera
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosividade
|
stat.explosiveness = Explosividade
|
||||||
stat.basedeflectchance = Chance Base de Esquiva
|
stat.basedeflectchance = Chance Base de Esquiva
|
||||||
stat.lightningchance = Chance de Raio
|
stat.lightningchance = Chance de Raio
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Cooldown de Lançamento
|
|||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Saída
|
bar.output = Saída
|
||||||
bar.strength = [stat]{0}[lightgray]x força
|
bar.strength = [stat]{0}[lightgray]x força
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado por Processador
|
units.processorcontrol = [lightgray]Controlado por Processador
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = m
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /disparo
|
unit.pershot = /disparo
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Propósito
|
category.purpose = Propósito
|
||||||
category.general = Geral
|
category.general = Geral
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Tamanho mínimo do esquadrão
|
rules.rtsminsquadsize = Tamanho mínimo do esquadrão
|
||||||
rules.rtsmaxsquadsize = Tamanho máximo do esquadrão
|
rules.rtsmaxsquadsize = Tamanho máximo do esquadrão
|
||||||
rules.rtsminattackweight = Peso Mínimo de Ataque
|
rules.rtsminattackweight = Peso Mínimo de Ataque
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Limpar construções de equipes derrotadas (PvP)
|
|||||||
rules.corecapture = Capturar Núcleo na Destruição
|
rules.corecapture = Capturar Núcleo na Destruição
|
||||||
rules.polygoncoreprotection = Proteção de núcleo poligonal
|
rules.polygoncoreprotection = Proteção de núcleo poligonal
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Recursos de IA Infinitos
|
rules.enemyCheat = Recursos de IA Infinitos
|
||||||
rules.blockhealthmultiplier = Multiplicador de vida do bloco
|
rules.blockhealthmultiplier = Multiplicador de vida do bloco
|
||||||
rules.blockdamagemultiplier = Multiplicador de dano do bloco
|
rules.blockdamagemultiplier = Multiplicador de dano do bloco
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Multiplicador de vida de unidade
|
|||||||
rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Multiplicador de Energia Solar
|
rules.solarmultiplier = Multiplicador de Energia Solar
|
||||||
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui.
|
|
||||||
|
|
||||||
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
|
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
|
||||||
lenum.shoot = Atire em uma posição.
|
lenum.shoot = Atire em uma posição.
|
||||||
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < O núcleo está sobre ataque! >
|
|||||||
nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nAniquilação iminente
|
nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nAniquilação iminente
|
||||||
database = Banco de Dados do núcleo
|
database = Banco de Dados do núcleo
|
||||||
database.button = Banco de Dados
|
database.button = Banco de Dados
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvar Jogo
|
savegame = Salvar Jogo
|
||||||
loadgame = Carregar Jogo
|
loadgame = Carregar Jogo
|
||||||
joingame = Entrar no Jogo
|
joingame = Entrar no Jogo
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Tens a certeza que queres publicar isto?\n\n[lightgray]Certifi
|
|||||||
publish.error = Erro ao publicao os items: {0}
|
publish.error = Erro ao publicao os items: {0}
|
||||||
steam.error = Falha ao iniciar os serviços da Steam.\nError: {0}
|
steam.error = Falha ao iniciar os serviços da Steam.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Setor:
|
editor.sector = Setor:
|
||||||
editor.seed = Semente:
|
editor.seed = Semente:
|
||||||
editor.cliffs = Paredes para Penhascos
|
|
||||||
editor.brush = Pincel
|
editor.brush = Pincel
|
||||||
editor.openin = Abrir no Editor
|
editor.openin = Abrir no Editor
|
||||||
editor.oregen = Geração de minério
|
editor.oregen = Geração de minério
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Regras:
|
|||||||
editor.generation = Geração:
|
editor.generation = Geração:
|
||||||
editor.objectives = Objectivos
|
editor.objectives = Objectivos
|
||||||
editor.locales = Pacotes Locais
|
editor.locales = Pacotes Locais
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Processadores Globais
|
editor.worldprocessors = Processadores Globais
|
||||||
editor.worldprocessors.editname = Mudar Nome
|
editor.worldprocessors.editname = Mudar Nome
|
||||||
editor.worldprocessors.none = [lightgray]Nenhum bloco de processadr global encontrado!\nAdiciona um no Editor, ou usa o botão \ue813 Adicionar abaixo.
|
editor.worldprocessors.none = [lightgray]Nenhum bloco de processadr global encontrado!\nAdiciona um no Editor, ou usa o botão \ue813 Adicionar abaixo.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Parabéns.\n\nO Inimigo em {0} foi derrotado.\n[ligh
|
|||||||
sectorlist = Setores
|
sectorlist = Setores
|
||||||
sectorlist.attacked = {0} sob ataque
|
sectorlist.attacked = {0} sob ataque
|
||||||
sectors.unexplored = [lightgray]Não explorado
|
sectors.unexplored = [lightgray]Não explorado
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Produção:
|
sectors.production = Produção:
|
||||||
sectors.export = Exportar:
|
sectors.export = Exportar:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Horda:
|
|||||||
sectors.stored = Armazenado:
|
sectors.stored = Armazenado:
|
||||||
sectors.resume = Continuar
|
sectors.resume = Continuar
|
||||||
sectors.launch = Lançar
|
sectors.launch = Lançar
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecionar
|
sectors.select = Selecionar
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Renomear Setor
|
|||||||
sectors.enemybase = [scarlet]Base Inimiga
|
sectors.enemybase = [scarlet]Base Inimiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerável
|
sectors.vulnerable = [scarlet]Vulnerável
|
||||||
sectors.underattack = [scarlet]Sob ataque! [accent]{0}% danificado
|
sectors.underattack = [scarlet]Sob ataque! [accent]{0}% danificado
|
||||||
sectors.underattack.nodamage = [scarlet]Não Capturado
|
|
||||||
sectors.survives = [accent]Sobrevive {0} hordas
|
|
||||||
sectors.go = ir
|
sectors.go = ir
|
||||||
sector.abandon = Abandonar
|
sector.abandon = Abandonar
|
||||||
sector.abandon.confirm = O(s) núcleo(s) deste setor irão autodestruir-se.\nContinuar?
|
sector.abandon.confirm = O(s) núcleo(s) deste setor irão autodestruir-se.\nContinuar?
|
||||||
sector.curcapture = Setor Capturado
|
sector.curcapture = Setor Capturado
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Perdido
|
sector.curlost = Sector Perdido
|
||||||
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = O inimigo estabeleceu uma base numa ilha remo
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opostos
|
|||||||
stat.powercapacity = Capacidade de Energia
|
stat.powercapacity = Capacidade de Energia
|
||||||
stat.powershot = Energia/tiro
|
stat.powershot = Energia/tiro
|
||||||
stat.damage = Dano
|
stat.damage = Dano
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Mirar no Ar
|
stat.targetsair = Mirar no Ar
|
||||||
stat.targetsground = Mirar no Chão
|
stat.targetsground = Mirar no Chão
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Velocidade de movimento
|
stat.itemsmoved = Velocidade de movimento
|
||||||
stat.launchtime = Tempo entre Tiros
|
stat.launchtime = Tempo entre Tiros
|
||||||
stat.shootrange = Alcance de Tiro
|
stat.shootrange = Alcance de Tiro
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Tiros por Segundo
|
|||||||
stat.ammo = Munição
|
stat.ammo = Munição
|
||||||
stat.shieldhealth = Vida do Escudo
|
stat.shieldhealth = Vida do Escudo
|
||||||
stat.cooldowntime = Tempo de Espera
|
stat.cooldowntime = Tempo de Espera
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosividade
|
stat.explosiveness = Explosividade
|
||||||
stat.basedeflectchance = Probabilidade Base de Esquiva
|
stat.basedeflectchance = Probabilidade Base de Esquiva
|
||||||
stat.lightningchance = Probabilidade de Raio
|
stat.lightningchance = Probabilidade de Raio
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] vida/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] vida/pulso
|
ability.stat.pulseregen = [stat]{0}[lightgray] vida/pulso
|
||||||
ability.stat.shield = [stat]{0}[lightgray] escudo
|
ability.stat.shield = [stat]{0}[lightgray] escudo
|
||||||
ability.stat.repairspeed = [stat]{0}/seg.[lightgray] velocidade de reparação
|
ability.stat.repairspeed = [stat]{0}/seg.[lightgray] velocidade de reparação
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] unidade de vida/líquido
|
ability.stat.slurpheal = [stat]{0}[lightgray] unidade de vida/líquido
|
||||||
ability.stat.cooldown = [stat]{0} seg.[lightgray] espera
|
ability.stat.cooldown = [stat]{0} seg.[lightgray] espera
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] alvos máximos
|
ability.stat.maxtargets = [stat]{0}[lightgray] alvos máximos
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Cooldown de Lançamento
|
|||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Saída
|
bar.output = Saída
|
||||||
bar.strength = [stat]{0}[lightgray]x força
|
bar.strength = [stat]{0}[lightgray]x força
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado por Processador
|
units.processorcontrol = [lightgray]Controlado por Processador
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = disparos
|
unit.shots = disparos
|
||||||
unit.pershot = /dispasro
|
unit.pershot = /dispasro
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Propósito
|
category.purpose = Propósito
|
||||||
category.general = Geral
|
category.general = Geral
|
||||||
category.power = Poder
|
category.power = Poder
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Nível de Construtor IA
|
|||||||
rules.rtsai = RTS AI [red](WIP)
|
rules.rtsai = RTS AI [red](WIP)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Tamanho Mínimo de Esquadrão
|
rules.rtsminsquadsize = Tamanho Mínimo de Esquadrão
|
||||||
rules.rtsmaxsquadsize = Tamanho Máximo de Esquadrão
|
rules.rtsmaxsquadsize = Tamanho Máximo de Esquadrão
|
||||||
rules.rtsminattackweight = Peso Mínimo de Ataque
|
rules.rtsminattackweight = Peso Mínimo de Ataque
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Limpar Construções Inimigas quando derrotadas (PvP)
|
|||||||
rules.corecapture = Capturar Núcleo na Cestruição
|
rules.corecapture = Capturar Núcleo na Cestruição
|
||||||
rules.polygoncoreprotection = Proteção do Núcleo Poligonal
|
rules.polygoncoreprotection = Proteção do Núcleo Poligonal
|
||||||
rules.placerangecheck = Verificação do intervalo de colocação
|
rules.placerangecheck = Verificação do intervalo de colocação
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Recursos Infinitos para a Equipa Inimiga
|
rules.enemyCheat = Recursos Infinitos para a Equipa Inimiga
|
||||||
rules.blockhealthmultiplier = Multiplicador de Vida do Bloco
|
rules.blockhealthmultiplier = Multiplicador de Vida do Bloco
|
||||||
rules.blockdamagemultiplier = Multiplicador de Dano do Bloco
|
rules.blockdamagemultiplier = Multiplicador de Dano do Bloco
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Multiplicador de Vida de Unidades
|
|||||||
rules.unitdamagemultiplier = Multiplicador de Dano de Unidades
|
rules.unitdamagemultiplier = Multiplicador de Dano de Unidades
|
||||||
rules.unitcrashdamagemultiplier = Multiplicador de Dano de Unidades quando Destruídas.
|
rules.unitcrashdamagemultiplier = Multiplicador de Dano de Unidades quando Destruídas.
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Multiplicador de Energia Solar
|
rules.solarmultiplier = Multiplicador de Energia Solar
|
||||||
rules.unitcapvariable = Núcleos Contribuem para o Limite de Unidades
|
rules.unitcapvariable = Núcleos Contribuem para o Limite de Unidades
|
||||||
rules.unitpayloadsexplode = Cargas carregadas explodem junto com a Unidade
|
rules.unitpayloadsexplode = Cargas carregadas explodem junto com a Unidade
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui.
|
|
||||||
|
|
||||||
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
|
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
|
||||||
lenum.shoot = Atire em uma posição.
|
lenum.shoot = Atire em uma posição.
|
||||||
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Nucleul este atacat! >
|
|||||||
nearpoint = [[ [scarlet]PLEACĂ DE LA PUNCTUL DE LANSARE IMEDIAT[] ]\nanihilare imminentă
|
nearpoint = [[ [scarlet]PLEACĂ DE LA PUNCTUL DE LANSARE IMEDIAT[] ]\nanihilare imminentă
|
||||||
database = Datele Nucleului
|
database = Datele Nucleului
|
||||||
database.button = Bază de date
|
database.button = Bază de date
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvează Jocul
|
savegame = Salvează Jocul
|
||||||
loadgame = Încarcă Jocul
|
loadgame = Încarcă Jocul
|
||||||
joingame = Intră în Joc
|
joingame = Intră în Joc
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Sigur vrei să publici asta?\n\n[lightgray]Asigură-te că ai
|
|||||||
publish.error = Eroare la publicarea itemului: {0}
|
publish.error = Eroare la publicarea itemului: {0}
|
||||||
steam.error = Inițializarea serviciilor Steam a eșuat.\nEroare: {0}
|
steam.error = Inițializarea serviciilor Steam a eșuat.\nEroare: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Pereți >> Dealuri
|
|
||||||
editor.brush = Pensulă
|
editor.brush = Pensulă
|
||||||
editor.openin = Deschide în Editor
|
editor.openin = Deschide în Editor
|
||||||
editor.oregen = Generarea Minereurilor
|
editor.oregen = Generarea Minereurilor
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Reguli:
|
|||||||
editor.generation = Generare:
|
editor.generation = Generare:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectoare
|
sectorlist = Sectoare
|
||||||
sectorlist.attacked = {0} sunt atacate
|
sectorlist.attacked = {0} sunt atacate
|
||||||
sectors.unexplored = [lightgray]Neexplorat
|
sectors.unexplored = [lightgray]Neexplorat
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurse:
|
sectors.resources = Resurse:
|
||||||
sectors.production = Producție:
|
sectors.production = Producție:
|
||||||
sectors.export = Exportă:
|
sectors.export = Exportă:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Valul:
|
|||||||
sectors.stored = Stocat:
|
sectors.stored = Stocat:
|
||||||
sectors.resume = Revino
|
sectors.resume = Revino
|
||||||
sectors.launch = Lansare
|
sectors.launch = Lansare
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selectează
|
sectors.select = Selectează
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Redenumește Sectorul
|
|||||||
sectors.enemybase = [scarlet]Bază Inamică
|
sectors.enemybase = [scarlet]Bază Inamică
|
||||||
sectors.vulnerable = [scarlet]Vulnerabil
|
sectors.vulnerable = [scarlet]Vulnerabil
|
||||||
sectors.underattack = [scarlet]Sectorul e atacat! [accent]{0}% deteriorat
|
sectors.underattack = [scarlet]Sectorul e atacat! [accent]{0}% deteriorat
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Supraviețuiește {0} valuri
|
|
||||||
sectors.go = Start
|
sectors.go = Start
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Capturat
|
sector.curcapture = Sector Capturat
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Pierdut
|
sector.curlost = Sector Pierdut
|
||||||
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
||||||
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opuși
|
|||||||
stat.powercapacity = Capacitate electrică
|
stat.powercapacity = Capacitate electrică
|
||||||
stat.powershot = Electricitate/Glonț
|
stat.powershot = Electricitate/Glonț
|
||||||
stat.damage = Forță
|
stat.damage = Forță
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Lovește Aeronave
|
stat.targetsair = Lovește Aeronave
|
||||||
stat.targetsground = Lovește Artilerie
|
stat.targetsground = Lovește Artilerie
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
||||||
stat.launchtime = Timp între Lansări
|
stat.launchtime = Timp între Lansări
|
||||||
stat.shootrange = Rază
|
stat.shootrange = Rază
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Rata de Tragere
|
|||||||
stat.ammo = Muniție
|
stat.ammo = Muniție
|
||||||
stat.shieldhealth = Viață Scut
|
stat.shieldhealth = Viață Scut
|
||||||
stat.cooldowntime = Timp de Reîncărcare
|
stat.cooldowntime = Timp de Reîncărcare
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explozivitate
|
stat.explosiveness = Explozivitate
|
||||||
stat.basedeflectchance = Șansă de Reflexie
|
stat.basedeflectchance = Șansă de Reflexie
|
||||||
stat.lightningchance = Șansă Fulger
|
stat.lightningchance = Șansă Fulger
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Necesită
|
bar.input = Necesită
|
||||||
bar.output = Produce
|
bar.output = Produce
|
||||||
bar.strength = [stat]{0}[lightgray]x putere
|
bar.strength = [stat]{0}[lightgray]x putere
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlat de Procesor
|
units.processorcontrol = [lightgray]Controlat de Procesor
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = mld
|
unit.billions = mld
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /lovitură
|
unit.pershot = /lovitură
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Utilizare
|
category.purpose = Utilizare
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Electricitate
|
category.power = Electricitate
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Îndepărtează Clădirile Echipelor Învinse (PvP)
|
|||||||
rules.corecapture = Capturează Nucleele Distruse
|
rules.corecapture = Capturează Nucleele Distruse
|
||||||
rules.polygoncoreprotection = Protecție Poligonală a Nucleului
|
rules.polygoncoreprotection = Protecție Poligonală a Nucleului
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Resurse infinite pt AI (echipa roșie)
|
rules.enemyCheat = Resurse infinite pt AI (echipa roșie)
|
||||||
rules.blockhealthmultiplier = Multiplicatorul Vieții Blocurilor
|
rules.blockhealthmultiplier = Multiplicatorul Vieții Blocurilor
|
||||||
rules.blockdamagemultiplier = Multiplicatorul Deteriorării Blocurilor
|
rules.blockdamagemultiplier = Multiplicatorul Deteriorării Blocurilor
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Multiplicatorul Vieții Unităților
|
|||||||
rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare.
|
|
||||||
|
|
||||||
lenum.type = Tipul clădirii/unității.\nde ex.: pt orice Router, va returna [accent]@router[].\nNu e un șir de caractere.
|
lenum.type = Tipul clădirii/unității.\nde ex.: pt orice Router, va returna [accent]@router[].\nNu e un șir de caractere.
|
||||||
lenum.shoot = Lovește către o locație.
|
lenum.shoot = Lovește către o locație.
|
||||||
lenum.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului.
|
lenum.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ядро находится под атакой! >
|
|||||||
nearpoint = [[ [scarlet]ПОКИНЬТЕ ТОЧКУ ВЫСАДКИ НЕМЕДЛЕННО[] ]\nаннигиляция неизбежна
|
nearpoint = [[ [scarlet]ПОКИНЬТЕ ТОЧКУ ВЫСАДКИ НЕМЕДЛЕННО[] ]\nаннигиляция неизбежна
|
||||||
database = База данных ядра
|
database = База данных ядра
|
||||||
database.button = База данных
|
database.button = База данных
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Сохранить игру
|
savegame = Сохранить игру
|
||||||
loadgame = Загрузить игру
|
loadgame = Загрузить игру
|
||||||
joingame = Сетевая игра
|
joingame = Сетевая игра
|
||||||
@@ -132,7 +133,7 @@ feature.unsupported = Ваше устройство не поддерживае
|
|||||||
|
|
||||||
mods.initfailed = [red]⚠[] Не удалось инициализировать предыдущий запуск Mindustry. Это могло быть вызвано неисправными модификациями.\n\nЧтобы предотвратить зацикленные вылеты игры, [red]все модификации были отключены.[]
|
mods.initfailed = [red]⚠[] Не удалось инициализировать предыдущий запуск Mindustry. Это могло быть вызвано неисправными модификациями.\n\nЧтобы предотвратить зацикленные вылеты игры, [red]все модификации были отключены.[]
|
||||||
mods = Модификации
|
mods = Модификации
|
||||||
mods.name = Mod:
|
mods.name = Название:
|
||||||
mods.none = [lightgray]Модификации не найдены!
|
mods.none = [lightgray]Модификации не найдены!
|
||||||
mods.guide = Руководство по модификациям
|
mods.guide = Руководство по модификациям
|
||||||
mods.report = Доложить об ошибке
|
mods.report = Доложить об ошибке
|
||||||
@@ -319,7 +320,7 @@ reconnecting = [accent]Переподключение...
|
|||||||
connecting.data = [accent]Загрузка данных мира...
|
connecting.data = [accent]Загрузка данных мира...
|
||||||
server.port = Порт:
|
server.port = Порт:
|
||||||
server.invalidport = Неверный номер порта!
|
server.invalidport = Неверный номер порта!
|
||||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
server.error.addressinuse = [scarlet]Не удалось открыть сервер на порте 6567.[]\n\nУбедитесь, что у вас не запущены другие сервера Mindustry!
|
||||||
server.error = [scarlet]Ошибка создания сервера.
|
server.error = [scarlet]Ошибка создания сервера.
|
||||||
save.new = Новое сохранение
|
save.new = Новое сохранение
|
||||||
save.overwrite = Вы уверены, что хотите перезаписать\nэтот слот для сохранения?
|
save.overwrite = Вы уверены, что хотите перезаписать\nэтот слот для сохранения?
|
||||||
@@ -351,9 +352,9 @@ save.wave = Волна {0}
|
|||||||
save.mode = Режим игры: {0}
|
save.mode = Режим игры: {0}
|
||||||
save.date = Последнее сохранение: {0}
|
save.date = Последнее сохранение: {0}
|
||||||
save.playtime = Время в игре: {0}
|
save.playtime = Время в игре: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = Не показывать снова
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = Предупреждение об устаревании 32-битных систем
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = Вы используете [red]32-битную[] версию Mindustry.\nТак как новые версии Java прекратили поддержку 32-битных систем Windows, [red]поддержка 32-битных систем скоро прекратится и в игре[].\n\nПросьба обновить устройство до 64-битной системы и убедиться, что у вас загружена 64-битная версия Mindustry.\n\nЕсли вы используете Mindustry через файл JAR, убедитесь, что вы используете 64-битную Java.
|
||||||
warning = Предупреждение.
|
warning = Предупреждение.
|
||||||
confirm = Подтверждение
|
confirm = Подтверждение
|
||||||
delete = Удалить
|
delete = Удалить
|
||||||
@@ -364,7 +365,7 @@ open = Открыть
|
|||||||
customize = Настроить правила
|
customize = Настроить правила
|
||||||
cancel = Отмена
|
cancel = Отмена
|
||||||
command = Командовать
|
command = Командовать
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = [lightgray][Очередь]
|
||||||
command.mine = Добывать
|
command.mine = Добывать
|
||||||
command.repair = Ремонтировать
|
command.repair = Ремонтировать
|
||||||
command.rebuild = Восстанавливать
|
command.rebuild = Восстанавливать
|
||||||
@@ -382,8 +383,8 @@ stance.holdfire = Положение: Удерживать огонь
|
|||||||
stance.pursuetarget = Положение: Преследовать цель
|
stance.pursuetarget = Положение: Преследовать цель
|
||||||
stance.patrol = Положение: Патрулировать путь
|
stance.patrol = Положение: Патрулировать путь
|
||||||
stance.ram = Положение: Таран\n[lightgray]Движение по прямой, без поиска пути
|
stance.ram = Положение: Таран\n[lightgray]Движение по прямой, без поиска пути
|
||||||
stance.mineauto = Automatic Mining
|
stance.mineauto = Автоматическая добыча
|
||||||
stance.mine = Mine Item: {0}
|
stance.mine = Добывать: {0}
|
||||||
openlink = Открыть ссылку
|
openlink = Открыть ссылку
|
||||||
copylink = Скопировать ссылку
|
copylink = Скопировать ссылку
|
||||||
back = Назад
|
back = Назад
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Вы уверены, что хотите опубликова
|
|||||||
publish.error = Ошибка отправки предмета: {0}
|
publish.error = Ошибка отправки предмета: {0}
|
||||||
steam.error = Не удалось инициализировать сервисы Steam.\nОшибка: {0}
|
steam.error = Не удалось инициализировать сервисы Steam.\nОшибка: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектор:
|
editor.sector = Сектор:
|
||||||
editor.seed = Сид:
|
editor.seed = Сид:
|
||||||
editor.cliffs = Создать скалы из стен
|
|
||||||
editor.brush = Кисть
|
editor.brush = Кисть
|
||||||
editor.openin = Открыть в редакторе
|
editor.openin = Открыть в редакторе
|
||||||
editor.oregen = Генерация руд
|
editor.oregen = Генерация руд
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Правила:
|
|||||||
editor.generation = Генерация:
|
editor.generation = Генерация:
|
||||||
editor.objectives = Цели
|
editor.objectives = Цели
|
||||||
editor.locales = Наборы локалей
|
editor.locales = Наборы локалей
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Патчи контента
|
||||||
|
editor.patch = Набор патчей: {0}
|
||||||
|
editor.patches.none = [lightgray]Ни одного набора патчей не загружено.
|
||||||
|
editor.patches.errors = Ошибки набора патчей
|
||||||
|
editor.patches.importerror = Не удалось импортировать набор патчей
|
||||||
|
editor.patches.delete.confirm = Вы уверены, что хотите удалить этот набор патчей?
|
||||||
|
editor.patch.fields = Параметров: {0}
|
||||||
editor.worldprocessors = Мировые процессоры
|
editor.worldprocessors = Мировые процессоры
|
||||||
editor.worldprocessors.editname = Изменить название
|
editor.worldprocessors.editname = Изменить название
|
||||||
editor.worldprocessors.none = [lightgray]Не найдено ни одного блока мирового процессора\nДобавьте его в редакторе карт или воспользуйтесь кнопкой "\ue813 Добавить" ниже.
|
editor.worldprocessors.none = [lightgray]Не найдено ни одного блока мирового процессора\nДобавьте его в редакторе карт или воспользуйтесь кнопкой "\ue813 Добавить" ниже.
|
||||||
@@ -486,7 +497,7 @@ editor.shiftx = Сдвиг по X
|
|||||||
editor.shifty = Сдвиг по Y
|
editor.shifty = Сдвиг по Y
|
||||||
workshop = Мастерская
|
workshop = Мастерская
|
||||||
waves.title = Волны
|
waves.title = Волны
|
||||||
waves.team = Team
|
waves.team = Команда
|
||||||
waves.remove = Удалить
|
waves.remove = Удалить
|
||||||
waves.every = каждый
|
waves.every = каждый
|
||||||
waves.waves = волна(ы)
|
waves.waves = волна(ы)
|
||||||
@@ -596,8 +607,8 @@ toolmode.fillteams = Изменить команду блоков
|
|||||||
toolmode.fillteams.description = Изменяет принадлежность\nблоков к команде.
|
toolmode.fillteams.description = Изменяет принадлежность\nблоков к команде.
|
||||||
toolmode.fillerase = Стереть заливкой
|
toolmode.fillerase = Стереть заливкой
|
||||||
toolmode.fillerase.description = Стирает все блоки\nодного типа.
|
toolmode.fillerase.description = Стирает все блоки\nодного типа.
|
||||||
toolmode.fillcliffs = Заполнить утёсы
|
toolmode.fillcliffs = Заполнить скалами
|
||||||
toolmode.fillcliffs.description = Turns walls into cliffs.
|
toolmode.fillcliffs.description = Заменяет выбранные стены скалами.
|
||||||
toolmode.drawteams = Изменить команду блока
|
toolmode.drawteams = Изменить команду блока
|
||||||
toolmode.drawteams.description = Изменяет принадлежность\nблока к команде.
|
toolmode.drawteams.description = Изменяет принадлежность\nблока к команде.
|
||||||
#unused
|
#unused
|
||||||
@@ -741,9 +752,9 @@ objective.enemyescelating = [accent]Вражеское производство
|
|||||||
objective.enemyairunits = [accent]Производство вражеских воздушных единиц начнется через [lightgray]{0}[]
|
objective.enemyairunits = [accent]Производство вражеских воздушных единиц начнется через [lightgray]{0}[]
|
||||||
objective.destroycore = [accent]Уничтожьте вражеское ядро
|
objective.destroycore = [accent]Уничтожьте вражеское ядро
|
||||||
objective.command = [accent]Дайте команду боевым единицам
|
objective.command = [accent]Дайте команду боевым единицам
|
||||||
objective.nuclearlaunch = [accent]⚠ Обнаружен ядерный удар: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Обнаружен ракетный удар: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ ПРИБЛИЖАЕТСЯ ЯДЕРНЫЙ УДАР ⚠\n[lightgray]создайте резервные ядра немедленно
|
announce.nuclearstrike = [red]⚠ ПРИБЛИЖАЕТСЯ РАКЕТНЫЙ УДАР ⚠\n[lightgray]создайте резервные ядра немедленно
|
||||||
|
|
||||||
loadout = Груз
|
loadout = Груз
|
||||||
resources = Ресурсы
|
resources = Ресурсы
|
||||||
@@ -759,8 +770,8 @@ addall = Добавить всё
|
|||||||
launch.from = Запуск из: [accent]{0}
|
launch.from = Запуск из: [accent]{0}
|
||||||
launch.capacity = Вместимость запускаемого предмета: [accent]{0}
|
launch.capacity = Вместимость запускаемого предмета: [accent]{0}
|
||||||
launch.destination = Место назначения: {0}
|
launch.destination = Место назначения: {0}
|
||||||
landing.sources = Source Sectors: [accent]{0}[]
|
landing.sources = Сектора-источники: [accent]{0}[]
|
||||||
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
landing.import = Макс. общий импорт: {0}[accent]{1}[lightgray]/мин
|
||||||
configure.invalid = Количество должно быть числом между 0 и {0}.
|
configure.invalid = Количество должно быть числом между 0 и {0}.
|
||||||
add = Добавить...
|
add = Добавить...
|
||||||
guardian = Страж
|
guardian = Страж
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Поздравляем.\n\nВражеская фра
|
|||||||
sectorlist = Секторы
|
sectorlist = Секторы
|
||||||
sectorlist.attacked = {0} под атакой
|
sectorlist.attacked = {0} под атакой
|
||||||
sectors.unexplored = [lightgray]Не исследовано
|
sectors.unexplored = [lightgray]Не исследовано
|
||||||
|
sectors.attempts = Попытка:
|
||||||
sectors.resources = Ресурсы:
|
sectors.resources = Ресурсы:
|
||||||
sectors.production = Производит:
|
sectors.production = Производит:
|
||||||
sectors.export = Экспорт:
|
sectors.export = Экспорт:
|
||||||
@@ -799,7 +811,8 @@ sectors.wave = Волна:
|
|||||||
sectors.stored = Накоплено:
|
sectors.stored = Накоплено:
|
||||||
sectors.resume = Продолжить
|
sectors.resume = Продолжить
|
||||||
sectors.launch = Высадка
|
sectors.launch = Высадка
|
||||||
sectors.viewsubmission = \ue80d Просмотреть отправленные результаты
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
|
sectors.viewsubmission = \ue80d Предложенные игроками карты
|
||||||
sectors.select = Выбор
|
sectors.select = Выбор
|
||||||
sectors.launchselect = Выбор места высадки
|
sectors.launchselect = Выбор места высадки
|
||||||
sectors.nonelaunch = [lightgray]нет (солнце)
|
sectors.nonelaunch = [lightgray]нет (солнце)
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Переименовать сектор
|
|||||||
sectors.enemybase = [scarlet]Вражеская база
|
sectors.enemybase = [scarlet]Вражеская база
|
||||||
sectors.vulnerable = [scarlet]Уязвим
|
sectors.vulnerable = [scarlet]Уязвим
|
||||||
sectors.underattack = [scarlet]Атакован! [accent]{0}% повреждений
|
sectors.underattack = [scarlet]Атакован! [accent]{0}% повреждений
|
||||||
sectors.underattack.nodamage = [scarlet]Не захвачен
|
|
||||||
sectors.survives = [accent]Продержится {0} волн(ы)
|
|
||||||
sectors.go = Перейти
|
sectors.go = Перейти
|
||||||
sector.abandon = Покинуть
|
sector.abandon = Покинуть
|
||||||
sector.abandon.confirm = Все ядра данного сектора будут самоуничтожены.\nПродолжить?
|
sector.abandon.confirm = Все ядра данного сектора будут самоуничтожены.\nПродолжить?
|
||||||
sector.curcapture = Сектор захвачен
|
sector.curcapture = Сектор захвачен
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Сектор потерян
|
sector.curlost = Сектор потерян
|
||||||
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
||||||
sector.attacked = Сектор [accent]{0}[white] атакован!
|
sector.attacked = Сектор [accent]{0}[white] атакован!
|
||||||
@@ -824,7 +836,7 @@ sector.changeicon = Изменить иконку
|
|||||||
sector.noswitch.title = Перемещение между секторами
|
sector.noswitch.title = Перемещение между секторами
|
||||||
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
||||||
sector.view = Просмотр сектора
|
sector.view = Просмотр сектора
|
||||||
sector.foundationrequired = [lightgray] Требуется Ядро: Штаб
|
sector.foundationrequired = [lightgray] Требуется Ядро: «Штаб»
|
||||||
|
|
||||||
threat.low = Низкая
|
threat.low = Низкая
|
||||||
threat.medium = Средняя
|
threat.medium = Средняя
|
||||||
@@ -832,16 +844,16 @@ threat.high = Высокая
|
|||||||
threat.extreme = Экстремальная
|
threat.extreme = Экстремальная
|
||||||
threat.eradication = Истребляющая
|
threat.eradication = Истребляющая
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Казуальная
|
||||||
difficulty.easy = Лёгкая
|
difficulty.easy = Лёгкая
|
||||||
difficulty.normal = Нормальная
|
difficulty.normal = Нормальная
|
||||||
difficulty.hard = Сложная
|
difficulty.hard = Тяжёлая
|
||||||
difficulty.eradication = Истребляющая
|
difficulty.eradication = Истребляющая
|
||||||
|
|
||||||
difficulty.enemyHealthMultiplier = Здоровье врагов: {0}
|
difficulty.enemyHealthMultiplier = Здоровье врагов: {0}
|
||||||
difficulty.enemySpawnMultiplier = Количество врагов: {0}
|
difficulty.enemySpawnMultiplier = Количество врагов: {0}
|
||||||
difficulty.waveTimeMultiplier = Время между волнами: {0}
|
difficulty.waveTimeMultiplier = Время между волнами: {0}
|
||||||
difficulty.nomodifiers = [lightgray](Без модификаторов)
|
difficulty.nomodifiers = [lightgray](Без изменений)
|
||||||
|
|
||||||
planets = Планеты
|
planets = Планеты
|
||||||
|
|
||||||
@@ -877,7 +889,8 @@ sector.seaPort.name = Морской порт
|
|||||||
sector.weatheredChannels.name = Размытые протоки
|
sector.weatheredChannels.name = Размытые протоки
|
||||||
sector.mycelialBastion.name = Мицелиальный бастион
|
sector.mycelialBastion.name = Мицелиальный бастион
|
||||||
sector.frontier.name = Граница
|
sector.frontier.name = Граница
|
||||||
sector.cruxscape.name = Краксскейп
|
sector.sunkenPier.name = Sunken Pier
|
||||||
|
sector.cruxscape.name = Оплот Агрессоров
|
||||||
sector.geothermalStronghold.name = Геотермальная крепость
|
sector.geothermalStronghold.name = Геотермальная крепость
|
||||||
|
|
||||||
sector.groundZero.description = Оптимальная локация чтобы начать сначала. Низкая вражеская угроза. Немного ресурсов.\nСоберите как можно больше свинца и меди.\nДвигайтесь дальше.
|
sector.groundZero.description = Оптимальная локация чтобы начать сначала. Низкая вражеская угроза. Немного ресурсов.\nСоберите как можно больше свинца и меди.\nДвигайтесь дальше.
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Враг возвел базу на удал
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -962,7 +976,7 @@ status.overdrive.name = Ускорение
|
|||||||
status.overclock.name = Разгон
|
status.overclock.name = Разгон
|
||||||
status.shocked.name = Заряжен
|
status.shocked.name = Заряжен
|
||||||
status.blasted.name = Взорван
|
status.blasted.name = Взорван
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = Коррозия
|
||||||
status.unmoving.name = Обездвижен
|
status.unmoving.name = Обездвижен
|
||||||
status.boss.name = Страж
|
status.boss.name = Страж
|
||||||
|
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Противоположности
|
|||||||
stat.powercapacity = Вместимость энергии
|
stat.powercapacity = Вместимость энергии
|
||||||
stat.powershot = Энергия/выстрел
|
stat.powershot = Энергия/выстрел
|
||||||
stat.damage = Урон
|
stat.damage = Урон
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Воздушные цели
|
stat.targetsair = Воздушные цели
|
||||||
stat.targetsground = Наземные цели
|
stat.targetsground = Наземные цели
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Скорость перемещения
|
stat.itemsmoved = Скорость перемещения
|
||||||
stat.launchtime = Интервал запусков
|
stat.launchtime = Интервал запусков
|
||||||
stat.shootrange = Радиус действия
|
stat.shootrange = Радиус действия
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Выстрелы/секунду
|
|||||||
stat.ammo = Боеприпасы
|
stat.ammo = Боеприпасы
|
||||||
stat.shieldhealth = Прочность щита
|
stat.shieldhealth = Прочность щита
|
||||||
stat.cooldowntime = Время восстановления
|
stat.cooldowntime = Время восстановления
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Взрывоопасность
|
stat.explosiveness = Взрывоопасность
|
||||||
stat.basedeflectchance = Базовый шанс отражения
|
stat.basedeflectchance = Базовый шанс отражения
|
||||||
stat.lightningchance = Шанс удара молнии
|
stat.lightningchance = Шанс удара молнии
|
||||||
@@ -1077,7 +1096,7 @@ stat.speedmultiplier = Множитель скорости
|
|||||||
stat.reloadmultiplier = Множитель перезарядки
|
stat.reloadmultiplier = Множитель перезарядки
|
||||||
stat.buildspeedmultiplier = Множитель скорости строительства
|
stat.buildspeedmultiplier = Множитель скорости строительства
|
||||||
stat.reactive = Реактивен
|
stat.reactive = Реактивен
|
||||||
stat.immunities = Невосприимчив
|
stat.immunities = Невосприимчив к
|
||||||
stat.healing = Ремонт
|
stat.healing = Ремонт
|
||||||
stat.efficiency = [stat]{0}% Эффективность
|
stat.efficiency = [stat]{0}% Эффективность
|
||||||
|
|
||||||
@@ -1113,22 +1132,23 @@ ability.liquidexplode.description = Разливает жидкость при
|
|||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/сек[lightgray] темп стрельбы
|
ability.stat.firingrate = [stat]{0}/сек[lightgray] темп стрельбы
|
||||||
ability.stat.regen = [stat]{0}[lightgray] здоровья/сек
|
ability.stat.regen = [stat]{0}[lightgray] здоровья/сек
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] здоровья/раз
|
||||||
ability.stat.shield = [stat]{0}[lightgray] щит
|
ability.stat.shield = [stat]{0}[lightgray] щит
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] скорость регенерации
|
ability.stat.repairspeed = [stat]{0}/сек[lightgray] скорость регенерации
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] здоровья/единица жидкости
|
ability.stat.slurpheal = [stat]{0}[lightgray] здоровья/единица жидкости
|
||||||
ability.stat.cooldown = [stat]{0} сек[lightgray] перезарядка
|
ability.stat.cooldown = [stat]{0} сек[lightgray] перезарядка
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] максимум целей
|
ability.stat.maxtargets = [stat]{0}[lightgray] максимум целей
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] тот же тип ремонта
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] ремонт по тем же единицам
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] снижение урона
|
ability.stat.damagereduction = [stat]{0}%[lightgray] снижение урона
|
||||||
ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимальная скорость
|
ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимальная скорость
|
||||||
ability.stat.duration = [stat]{0} сек[lightgray] продолжительность
|
ability.stat.duration = [stat]{0} сек[lightgray] продолжительность
|
||||||
ability.stat.buildtime = [stat]{0} сек[lightgray] время постройки
|
ability.stat.buildtime = [stat]{0} сек[lightgray] время постройки
|
||||||
|
|
||||||
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
bar.displaytoolarge = Превышен макс. размер\n(Макс.: {0}x{0})
|
||||||
bar.onlycoredeposit = Доступен перенос только в ядро
|
bar.onlycoredeposit = Доступен перенос только в ядро
|
||||||
bar.drilltierreq = Требуется бур получше
|
bar.drilltierreq = Требуется бур получше
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Недостаточно энергии в аккумуляторах
|
||||||
bar.noresources = Недостаточно ресурсов
|
bar.noresources = Недостаточно ресурсов
|
||||||
bar.corereq = Требуется основа ядра
|
bar.corereq = Требуется основа ядра
|
||||||
bar.corefloor = Требуется зона ядра
|
bar.corefloor = Требуется зона ядра
|
||||||
@@ -1137,7 +1157,7 @@ bar.drillspeed = Скорость бурения: {0}/с
|
|||||||
bar.pumpspeed = Скорость выкачивания: {0}/с
|
bar.pumpspeed = Скорость выкачивания: {0}/с
|
||||||
bar.efficiency = Эффективность: {0}%
|
bar.efficiency = Эффективность: {0}%
|
||||||
bar.boost = Ускорение: +{0}%
|
bar.boost = Ускорение: +{0}%
|
||||||
bar.powerbuffer = Battery Power: {0}/{1}
|
bar.powerbuffer = Энергия в аккумуляторах: {0}/{1}
|
||||||
bar.powerbalance = Энергия: {0}/с
|
bar.powerbalance = Энергия: {0}/с
|
||||||
bar.powerstored = Накоплено: {0}/{1}
|
bar.powerstored = Накоплено: {0}/{1}
|
||||||
bar.poweramount = Энергия: {0}
|
bar.poweramount = Энергия: {0}
|
||||||
@@ -1148,7 +1168,7 @@ bar.capacity = Вместимость: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Жидкости
|
bar.liquid = Жидкости
|
||||||
bar.heat = Нагрев
|
bar.heat = Нагрев
|
||||||
bar.cooldown = Cooldown
|
bar.cooldown = Перезарядка
|
||||||
bar.instability = Нестабильность
|
bar.instability = Нестабильность
|
||||||
bar.heatamount = Нагрев: {0}
|
bar.heatamount = Нагрев: {0}
|
||||||
bar.heatpercent = Нагрев: {0} ({1}%)
|
bar.heatpercent = Нагрев: {0} ({1}%)
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Лимит высадки
|
|||||||
bar.input = Ввод
|
bar.input = Ввод
|
||||||
bar.output = Вывод
|
bar.output = Вывод
|
||||||
bar.strength = [stat]{0}[lightgray]x эффективность
|
bar.strength = [stat]{0}[lightgray]x эффективность
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Управляется процессором
|
units.processorcontrol = [lightgray]Управляется процессором
|
||||||
|
|
||||||
@@ -1167,13 +1188,13 @@ bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat]
|
|||||||
bullet.incendiary = [stat]зажигательный
|
bullet.incendiary = [stat]зажигательный
|
||||||
bullet.homing = [stat]самонаводящийся
|
bullet.homing = [stat]самонаводящийся
|
||||||
bullet.armorpierce = [stat]бронебойный
|
bullet.armorpierce = [stat]бронебойный
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] предел урона
|
||||||
bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков
|
bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков
|
||||||
bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) снаряд(ов):
|
bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) снаряд(ов):
|
||||||
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
||||||
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] урона по щитам
|
||||||
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробития
|
bullet.pierce = [stat]{0}[lightgray]x пробития
|
||||||
bullet.infinitepierce = [stat]бесконечное пробитие
|
bullet.infinitepierce = [stat]бесконечное пробитие
|
||||||
@@ -1182,8 +1203,8 @@ bullet.healamount = [stat]{0}[lightgray] прямой ремонт
|
|||||||
bullet.multiplier = [stat]{0}[lightgray]x множитель боеприпасов
|
bullet.multiplier = [stat]{0}[lightgray]x множитель боеприпасов
|
||||||
bullet.reload = [stat]{0}%[lightgray] скорость стрельбы
|
bullet.reload = [stat]{0}%[lightgray] скорость стрельбы
|
||||||
bullet.range = [stat]{0}[lightgray] диапазон
|
bullet.range = [stat]{0}[lightgray] диапазон
|
||||||
bullet.notargetsmissiles = [stat] ignores buildings
|
bullet.notargetsmissiles = [stat] игнорирует снаряды
|
||||||
bullet.notargetsbuildings = [stat] ignores missiles
|
bullet.notargetsbuildings = [stat] игнорирует постройки
|
||||||
|
|
||||||
unit.blocks = блоков
|
unit.blocks = блоков
|
||||||
unit.blockssquared = блоков²
|
unit.blockssquared = блоков²
|
||||||
@@ -1206,9 +1227,10 @@ unit.shieldhealth = прочность щита
|
|||||||
unit.items = предметов
|
unit.items = предметов
|
||||||
unit.thousands = к
|
unit.thousands = к
|
||||||
unit.millions = М
|
unit.millions = М
|
||||||
unit.billions = кM
|
unit.billions = В
|
||||||
unit.shots = выстрелы
|
unit.shots = выстрелы
|
||||||
unit.pershot = /выстрел
|
unit.pershot = /выстрел
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Назначение
|
category.purpose = Назначение
|
||||||
category.general = Основные
|
category.general = Основные
|
||||||
category.power = Энергия
|
category.power = Энергия
|
||||||
@@ -1263,8 +1285,8 @@ setting.borderlesswindow.description = Для вступления измене
|
|||||||
setting.fps.name = Показывать FPS и пинг
|
setting.fps.name = Показывать FPS и пинг
|
||||||
setting.console.name = Включить консоль
|
setting.console.name = Включить консоль
|
||||||
setting.smoothcamera.name = Плавная камера
|
setting.smoothcamera.name = Плавная камера
|
||||||
setting.detach-camera.name = Free Camera
|
setting.detach-camera.name = Свободная камера
|
||||||
setting.detach-camera.description = If enabled, the camera moves independently of the player unit.\nThis setting can be assigned a hotkey.
|
setting.detach-camera.description = При включении, вместо единицы можно будет двигать камеру.\nМожно быстро переключать через горячую клавишу.
|
||||||
setting.vsync.name = Вертикальная синхронизация
|
setting.vsync.name = Вертикальная синхронизация
|
||||||
setting.pixelate.name = Пикселизация
|
setting.pixelate.name = Пикселизация
|
||||||
setting.minimap.name = Отображать мини-карту
|
setting.minimap.name = Отображать мини-карту
|
||||||
@@ -1279,13 +1301,13 @@ setting.mutemusic.name = Заглушить музыку
|
|||||||
setting.sfxvol.name = Громкость эффектов
|
setting.sfxvol.name = Громкость эффектов
|
||||||
setting.mutesound.name = Заглушить звук
|
setting.mutesound.name = Заглушить звук
|
||||||
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
||||||
setting.communityservers.name = Fetch Community Server List
|
setting.communityservers.name = Собрать список серверов сообщества
|
||||||
setting.savecreate.name = Автоматическое создание сохранений
|
setting.savecreate.name = Автоматическое создание сохранений
|
||||||
setting.steampublichost.name = Видимость публичной игры
|
setting.steampublichost.name = Видимость публичной игры
|
||||||
setting.playerlimit.name = Ограничение игроков
|
setting.playerlimit.name = Ограничение игроков
|
||||||
setting.chatopacity.name = Непрозрачность чата
|
setting.chatopacity.name = Непрозрачность чата
|
||||||
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
||||||
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
setting.unitlaseropacity.name = Непрозрачность добывающих лучей
|
||||||
setting.bridgeopacity.name = Непрозрачность мостов
|
setting.bridgeopacity.name = Непрозрачность мостов
|
||||||
setting.playerchat.name = Отображать облака чата над игроками
|
setting.playerchat.name = Отображать облака чата над игроками
|
||||||
setting.showweather.name = Отображать погоду
|
setting.showweather.name = Отображать погоду
|
||||||
@@ -1294,9 +1316,9 @@ setting.macnotch.name = Адаптировать интерфейс к выре
|
|||||||
setting.macnotch.description = Для вступления изменений в силу требуется перезагрузка игры
|
setting.macnotch.description = Для вступления изменений в силу требуется перезагрузка игры
|
||||||
steam.friendsonly = Только друзья
|
steam.friendsonly = Только друзья
|
||||||
steam.friendsonly.tooltip = Только ли друзья из Steam могут присоединяться к вашей игре.\nУбрав эту галочку, вы сделаете вашу игру публичной - присоединиться сможет любой желающий.
|
steam.friendsonly.tooltip = Только ли друзья из Steam могут присоединяться к вашей игре.\nУбрав эту галочку, вы сделаете вашу игру публичной - присоединиться сможет любой желающий.
|
||||||
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
|
setting.maxmagnificationmultiplierpercent.name = Минимальная дистанция камеры
|
||||||
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
|
setting.minmagnificationmultiplierpercent.name = Максимальная дистанция камеры
|
||||||
setting.minmagnificationmultiplierpercent.description = High values may cause performance issues.
|
setting.minmagnificationmultiplierpercent.description = Высокие значения могут повлиять на производительность.
|
||||||
public.beta = Имейте в виду, что бета-версия игры не может делать игры публичными.
|
public.beta = Имейте в виду, что бета-версия игры не может делать игры публичными.
|
||||||
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд...
|
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд...
|
||||||
uiscale.cancel = Отменить & Выйти
|
uiscale.cancel = Отменить & Выйти
|
||||||
@@ -1373,8 +1395,8 @@ keybind.pick.name = Выбрать блок
|
|||||||
keybind.break_block.name = Разрушить блок
|
keybind.break_block.name = Разрушить блок
|
||||||
keybind.select_all_units.name = Выбрать все единицы
|
keybind.select_all_units.name = Выбрать все единицы
|
||||||
keybind.select_all_unit_factories.name = Выбрать все заводы единиц
|
keybind.select_all_unit_factories.name = Выбрать все заводы единиц
|
||||||
keybind.select_all_unit_transport.name = Select All Unit Transports
|
keybind.select_all_unit_transport.name = Выбрать все транспортные единицы
|
||||||
keybind.select_across_screen.name = Select Across Screen (Hold)
|
keybind.select_across_screen.name = Выбирать единицы только на экране (удерживать)
|
||||||
keybind.deselect.name = Снять выделение
|
keybind.deselect.name = Снять выделение
|
||||||
keybind.pickupCargo.name = Взять груз
|
keybind.pickupCargo.name = Взять груз
|
||||||
keybind.dropCargo.name = Сбросить груз
|
keybind.dropCargo.name = Сбросить груз
|
||||||
@@ -1382,7 +1404,7 @@ keybind.shoot.name = Выстрел
|
|||||||
keybind.zoom.name = Масштабирование
|
keybind.zoom.name = Масштабирование
|
||||||
keybind.menu.name = Меню
|
keybind.menu.name = Меню
|
||||||
keybind.pause.name = Пауза
|
keybind.pause.name = Пауза
|
||||||
keybind.skip_wave.name = Skip Wave
|
keybind.skip_wave.name = Пропустить волну
|
||||||
keybind.pause_building.name = Приостановить/возобновить строительство
|
keybind.pause_building.name = Приостановить/возобновить строительство
|
||||||
keybind.minimap.name = Мини-карта
|
keybind.minimap.name = Мини-карта
|
||||||
keybind.planet_map.name = Карта планеты
|
keybind.planet_map.name = Карта планеты
|
||||||
@@ -1400,8 +1422,8 @@ keybind.chat_scroll.name = Прокрутка чата
|
|||||||
keybind.chat_mode.name = Изменить режим чата
|
keybind.chat_mode.name = Изменить режим чата
|
||||||
keybind.drop_unit.name = Сбросить боев. ед.
|
keybind.drop_unit.name = Сбросить боев. ед.
|
||||||
keybind.zoom_minimap.name = Масштабировать мини-карту
|
keybind.zoom_minimap.name = Масштабировать мини-карту
|
||||||
keybind.detach_camera.name = Toggle Free Camera
|
keybind.detach_camera.name = Переключение свободной камеры
|
||||||
keybind.debug_hitboxes.name = Toggle Debug Hitboxes
|
keybind.debug_hitboxes.name = Переключение отладочных хитбоксов
|
||||||
mode.help.title = Описание режимов
|
mode.help.title = Описание режимов
|
||||||
mode.survival.name = Выживание
|
mode.survival.name = Выживание
|
||||||
mode.survival.description = Обычный режим. Необходимо добывать ресурсы, а волны наступают автоматически.\n[gray]Требуются точки появления врагов на карте для игры.
|
mode.survival.description = Обычный режим. Необходимо добывать ресурсы, а волны наступают автоматически.\n[gray]Требуются точки появления врагов на карте для игры.
|
||||||
@@ -1414,10 +1436,10 @@ mode.attack.name = Атака
|
|||||||
mode.attack.description = Уничтожьте вражескую базу.\n[gray]Для игры требуется вражеское ядро на карте.
|
mode.attack.description = Уничтожьте вражескую базу.\n[gray]Для игры требуется вражеское ядро на карте.
|
||||||
mode.custom = Пользовательские правила
|
mode.custom = Пользовательские правила
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Неверные данные буфера обмена.
|
||||||
rules.hidebannedblocks = Скрыть запрещенные блоки
|
rules.hidebannedblocks = Скрыть запрещенные блоки
|
||||||
rules.infiniteresources = Бесконечные ресурсы
|
rules.infiniteresources = Бесконечные ресурсы
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Заполнить ядро предметами
|
||||||
rules.onlydepositcore = Разрешен перенос только в ядро
|
rules.onlydepositcore = Разрешен перенос только в ядро
|
||||||
rules.derelictrepair = Разрешить починку покинутых построек
|
rules.derelictrepair = Разрешить починку покинутых построек
|
||||||
rules.reactorexplosions = Взрывы реакторов
|
rules.reactorexplosions = Взрывы реакторов
|
||||||
@@ -1426,20 +1448,22 @@ rules.disableworldprocessors = Отключить мировые процесс
|
|||||||
rules.schematic = Разрешить схемы
|
rules.schematic = Разрешить схемы
|
||||||
rules.wavetimer = Интервал волн
|
rules.wavetimer = Интервал волн
|
||||||
rules.wavesending = Отправка волн
|
rules.wavesending = Отправка волн
|
||||||
rules.allowedit = Allow Editing Rules
|
rules.allowedit = Разрешить изменение правил
|
||||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
rules.allowedit.info = При включении, игрок сможет менять правила в игре с помощью кнопки в левом нижнем углу меню паузы.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Разрешить изменение мировых процессоров
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = При включении, игрок сможет ставить и редактировать мировые процессоры вне редактора.
|
||||||
rules.waves = Волны
|
rules.waves = Волны
|
||||||
rules.airUseSpawns = Air units use spawn points
|
rules.airUseSpawns = Летающие единицы используют точки появления
|
||||||
rules.wavespawnatcores = Waves Spawn At Cores
|
rules.wavespawnatcores = Волны появляются у ядер
|
||||||
rules.wavespawnatcores.info = When enabled in attack mode, waves spawn near all enemy cores.
|
rules.wavespawnatcores.info = При включении, волны будут появляться у всех вражеских ядер в режиме атаки.
|
||||||
rules.attack = Режим атаки
|
rules.attack = Режим атаки
|
||||||
rules.buildai = ИИ строит базы
|
rules.buildai = ИИ строит базы
|
||||||
rules.buildaitier = Уровень баз ИИ
|
rules.buildaitier = Уровень баз ИИ
|
||||||
rules.rtsai = ИИ в реальном времени
|
rules.rtsai = ИИ в реальном времени
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = ИИ в реальном времени
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = В секторах атаки, враги будут собираться в отряды и действовать умнее.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Минимальный размер отряда
|
rules.rtsminsquadsize = Минимальный размер отряда
|
||||||
rules.rtsmaxsquadsize = Максимальный размер отряда
|
rules.rtsmaxsquadsize = Максимальный размер отряда
|
||||||
rules.rtsminattackweight = Минимальный вес для атаки
|
rules.rtsminattackweight = Минимальный вес для атаки
|
||||||
@@ -1447,7 +1471,11 @@ rules.cleanupdeadteams = Очистка строений побежденных
|
|||||||
rules.corecapture = Захват ядра после уничтожения
|
rules.corecapture = Захват ядра после уничтожения
|
||||||
rules.polygoncoreprotection = Полигональная защита ядер
|
rules.polygoncoreprotection = Полигональная защита ядер
|
||||||
rules.placerangecheck = Запретить размещение построек возле врага
|
rules.placerangecheck = Запретить размещение построек возле врага
|
||||||
rules.enemyCheat = Бесконечные ресурсы ИИ
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
|
rules.enemyCheat = Бесконечные ресурсы у ИИ
|
||||||
rules.blockhealthmultiplier = Множитель прочности блоков
|
rules.blockhealthmultiplier = Множитель прочности блоков
|
||||||
rules.blockdamagemultiplier = Множитель урона блоков
|
rules.blockdamagemultiplier = Множитель урона блоков
|
||||||
rules.unitbuildspeedmultiplier = Множитель скорости производства боев. ед.
|
rules.unitbuildspeedmultiplier = Множитель скорости производства боев. ед.
|
||||||
@@ -1455,14 +1483,16 @@ rules.unitcostmultiplier = Множитель стоимости боев. ед.
|
|||||||
rules.unithealthmultiplier = Множитель прочности боев. ед.
|
rules.unithealthmultiplier = Множитель прочности боев. ед.
|
||||||
rules.unitdamagemultiplier = Множитель урона боев. ед.
|
rules.unitdamagemultiplier = Множитель урона боев. ед.
|
||||||
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Множитель скорости копания боев. ед.
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Множитель солнечной энергии
|
rules.solarmultiplier = Множитель солнечной энергии
|
||||||
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Перевозимые грузы взрываются с перевозящей единицей
|
||||||
rules.unitcap = Начальный лимит единиц
|
rules.unitcap = Начальный лимит единиц
|
||||||
rules.limitarea = Ограничить область карты
|
rules.limitarea = Ограничить область карты
|
||||||
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
||||||
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
rules.extracorebuildradius = Дополнительный радиус защиты враж. ядер:[lightgray] (блок.)
|
||||||
rules.wavespacing = Интервал волн:[lightgray] (сек)
|
rules.wavespacing = Интервал волн:[lightgray] (сек)
|
||||||
rules.initialwavespacing = Время до первой волны:[lightgray] (сек)
|
rules.initialwavespacing = Время до первой волны:[lightgray] (сек)
|
||||||
rules.buildcostmultiplier = Множитель затрат на строительство
|
rules.buildcostmultiplier = Множитель затрат на строительство
|
||||||
@@ -1485,9 +1515,9 @@ rules.title.planet = Планета
|
|||||||
rules.lighting = Освещение
|
rules.lighting = Освещение
|
||||||
rules.fog = Туман войны
|
rules.fog = Туман войны
|
||||||
rules.invasions = Вторжения врагов на сектора
|
rules.invasions = Вторжения врагов на сектора
|
||||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
rules.legacylaunchpads = Старые пусковые площадки
|
||||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
rules.legacylaunchpads.info = Позволяет использовать старые пусковые площадки из версии 7.0.
|
||||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
landingpad.legacy.disabled = [scarlet]\ue815 Выключено[lightgray] ("Старые пусковые площадки" включены)
|
||||||
rules.showspawns = Показывать появление врагов
|
rules.showspawns = Показывать появление врагов
|
||||||
rules.randomwaveai = Непредсказуемый ИИ волн
|
rules.randomwaveai = Непредсказуемый ИИ волн
|
||||||
rules.fire = Огонь
|
rules.fire = Огонь
|
||||||
@@ -1499,9 +1529,9 @@ rules.weather.frequency = Периодичность:
|
|||||||
rules.weather.always = Всегда
|
rules.weather.always = Всегда
|
||||||
rules.weather.duration = Длительность:
|
rules.weather.duration = Длительность:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Боевые единицы, появившиеся из волн, будут атаковать случайные постройки вместо ядра или генераторов.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Не даёт игрокам ставить свои постройки у вражеских построек. При постройке турели (или у вражеской турели), радиус повышается, чтобы турель не достала до построек.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Не даёт игрокам помещать предметы в любые постройки, кроме ядра.
|
||||||
|
|
||||||
content.item.name = Предметы
|
content.item.name = Предметы
|
||||||
content.liquid.name = Жидкости
|
content.liquid.name = Жидкости
|
||||||
@@ -1686,28 +1716,28 @@ block.metal-floor-3.name = Металлический пол 3
|
|||||||
block.metal-floor-4.name = Металлический пол 4
|
block.metal-floor-4.name = Металлический пол 4
|
||||||
block.metal-floor-5.name = Металлический пол 5
|
block.metal-floor-5.name = Металлический пол 5
|
||||||
block.metal-floor-damaged.name = Повреждённый металлический пол
|
block.metal-floor-damaged.name = Повреждённый металлический пол
|
||||||
block.metal-tiles-1.name = Metal Tiles 1
|
block.metal-tiles-1.name = Металлические плитки 1
|
||||||
block.metal-tiles-2.name = Metal Tiles 2
|
block.metal-tiles-2.name = Металлические плитки 2
|
||||||
block.metal-tiles-3.name = Metal Tiles 3
|
block.metal-tiles-3.name = Металлические плитки 3
|
||||||
block.metal-tiles-4.name = Metal Tiles 4
|
block.metal-tiles-4.name = Металлические плитки 4
|
||||||
block.metal-tiles-5.name = Metal Tiles 5
|
block.metal-tiles-5.name = Металлические плитки 5
|
||||||
block.metal-tiles-6.name = Metal Tiles 6
|
block.metal-tiles-6.name = Металлические плитки 6
|
||||||
block.metal-tiles-7.name = Metal Tiles 7
|
block.metal-tiles-7.name = Металлические плитки 7
|
||||||
block.metal-tiles-8.name = Metal Tiles 8
|
block.metal-tiles-8.name = Металлические плитки 8
|
||||||
block.metal-tiles-9.name = Metal Tiles 9
|
block.metal-tiles-9.name = Металлические плитки 9
|
||||||
block.metal-tiles-10.name = Metal Tiles 10
|
block.metal-tiles-10.name = Металлические плитки 10
|
||||||
block.metal-tiles-11.name = Metal Tiles 11
|
block.metal-tiles-11.name = Металлические плитки 11
|
||||||
block.metal-tiles-12.name = Metal Tiles 12
|
block.metal-tiles-12.name = Металлические плитки 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = Metal Tiles 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = Metal Wall 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = Metal Wall 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = Metal Wall 3
|
||||||
block.colored-floor.name = Colored Floor
|
block.colored-floor.name = Цветной пол
|
||||||
block.colored-wall.name = Colored Wall
|
block.colored-wall.name = Цветная стена
|
||||||
block.character-overlay.name = Character Overlay
|
block.character-overlay.name = Знак
|
||||||
block.character-overlay-white.name = Character Overlay (White)
|
block.character-overlay-white.name = Знак (белый)
|
||||||
block.rune-overlay.name = Rune Overlay
|
block.rune-overlay.name = Руна
|
||||||
block.rune-overlay-crux.name = Rune Overlay (Crux)
|
block.rune-overlay-crux.name = Руна (Агрессоры)
|
||||||
block.dark-panel-1.name = Тёмная панель 1
|
block.dark-panel-1.name = Тёмная панель 1
|
||||||
block.dark-panel-2.name = Тёмная панель 2
|
block.dark-panel-2.name = Тёмная панель 2
|
||||||
block.dark-panel-3.name = Тёмная панель 3
|
block.dark-panel-3.name = Тёмная панель 3
|
||||||
@@ -1747,7 +1777,7 @@ block.inverted-sorter.name = Инвертированный сортировщи
|
|||||||
block.message.name = Сообщение
|
block.message.name = Сообщение
|
||||||
block.reinforced-message.name = Усиленное сообщение
|
block.reinforced-message.name = Усиленное сообщение
|
||||||
block.world-message.name = Мировое сообщение
|
block.world-message.name = Мировое сообщение
|
||||||
block.world-switch.name = World Switch
|
block.world-switch.name = Мировой переключатель
|
||||||
block.illuminator.name = Осветитель
|
block.illuminator.name = Осветитель
|
||||||
block.overflow-gate.name = Избыточный затвор
|
block.overflow-gate.name = Избыточный затвор
|
||||||
block.underflow-gate.name = Избыточный шлюз
|
block.underflow-gate.name = Избыточный шлюз
|
||||||
@@ -1891,8 +1921,8 @@ block.arkyic-vent.name = Аркическое жерло
|
|||||||
block.yellow-stone-vent.name = Жёлтокаменное жерло
|
block.yellow-stone-vent.name = Жёлтокаменное жерло
|
||||||
block.red-stone-vent.name = Краснокаменное жерло
|
block.red-stone-vent.name = Краснокаменное жерло
|
||||||
block.crystalline-vent.name = Кристаллическое жерло
|
block.crystalline-vent.name = Кристаллическое жерло
|
||||||
block.stone-vent.name = Stone Vent
|
block.stone-vent.name = Каменное жерло
|
||||||
block.basalt-vent.name = Basalt Vent
|
block.basalt-vent.name = Базальтовое жерло
|
||||||
block.redmat.name = Красная земля
|
block.redmat.name = Красная земля
|
||||||
block.bluemat.name = Синяя земля
|
block.bluemat.name = Синяя земля
|
||||||
block.core-zone.name = Зона ядра
|
block.core-zone.name = Зона ядра
|
||||||
@@ -1932,7 +1962,7 @@ block.electric-heater.name = Электрический нагреватель
|
|||||||
block.slag-heater.name = Шлаковый нагреватель
|
block.slag-heater.name = Шлаковый нагреватель
|
||||||
block.phase-heater.name = Фазовый нагреватель
|
block.phase-heater.name = Фазовый нагреватель
|
||||||
block.heat-redirector.name = Тепловой перенаправитель
|
block.heat-redirector.name = Тепловой перенаправитель
|
||||||
block.small-heat-redirector.name = Small Heat Redirector
|
block.small-heat-redirector.name = Малый тепловой перенаправитель
|
||||||
block.heat-router.name = Тепловой маршрутизатор
|
block.heat-router.name = Тепловой маршрутизатор
|
||||||
block.slag-incinerator.name = Мусоросжигательная печь
|
block.slag-incinerator.name = Мусоросжигательная печь
|
||||||
block.carbide-crucible.name = Карбидовый тигель
|
block.carbide-crucible.name = Карбидовый тигель
|
||||||
@@ -1980,7 +2010,7 @@ block.chemical-combustion-chamber.name = Химическая камера сг
|
|||||||
block.pyrolysis-generator.name = Пиролизный генератор
|
block.pyrolysis-generator.name = Пиролизный генератор
|
||||||
block.vent-condenser.name = Жерловой конденсатор
|
block.vent-condenser.name = Жерловой конденсатор
|
||||||
block.cliff-crusher.name = Дробитель скал
|
block.cliff-crusher.name = Дробитель скал
|
||||||
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
block.large-cliff-crusher.name = Большой дробитель скал
|
||||||
block.plasma-bore.name = Плазменный бур
|
block.plasma-bore.name = Плазменный бур
|
||||||
block.large-plasma-bore.name = Большой плазменный бур
|
block.large-plasma-bore.name = Большой плазменный бур
|
||||||
block.impact-drill.name = Ударная дрель
|
block.impact-drill.name = Ударная дрель
|
||||||
@@ -2122,7 +2152,7 @@ onset.enemies = Враг на подходе, приготовьтесь защ
|
|||||||
onset.defenses = [accent]Приготовьте оборону:[lightgray] {0}
|
onset.defenses = [accent]Приготовьте оборону:[lightgray] {0}
|
||||||
onset.attack = Враг уязвим. Начните контратаку.
|
onset.attack = Враг уязвим. Начните контратаку.
|
||||||
onset.cores = Новые ядра могут быть поставлены на [accent]зоны ядра[].\nНовые ядра функционируют как передовые базы и имеют общий инвентарь между другими ядрами.\nПоставьте :core-bastion: ядро.
|
onset.cores = Новые ядра могут быть поставлены на [accent]зоны ядра[].\nНовые ядра функционируют как передовые базы и имеют общий инвентарь между другими ядрами.\nПоставьте :core-bastion: ядро.
|
||||||
onset.detect = Враг обнаружит вас через 2 минуты.\nПриготовьте оборону, добычу и производство.
|
onset.detect = Враг обнаружит вас через несколько минут.\nПриготовьте оборону, добычу и производство.
|
||||||
onset.commandmode = Удерживайте [accent]shift[], чтобы войти в [accent]режим командования[].\n[accent]Щелкните левой кнопкой мыши и выделите область[] для выбора боевых единиц.\n[accent]Щелкните правой кнопкой мыши[], чтобы приказать выбранным единицам двигаться или атаковать.
|
onset.commandmode = Удерживайте [accent]shift[], чтобы войти в [accent]режим командования[].\n[accent]Щелкните левой кнопкой мыши и выделите область[] для выбора боевых единиц.\n[accent]Щелкните правой кнопкой мыши[], чтобы приказать выбранным единицам двигаться или атаковать.
|
||||||
onset.commandmode.mobile = Нажмите [accent]Командовать[], чтобы войти в [accent]режим командования[].\nЗажмите палец, затем [accent]выделите область[] для выбора боевых единиц.\n[accent]Нажмите[], чтобы приказать выбранным единицам двигаться или атаковать.
|
onset.commandmode.mobile = Нажмите [accent]Командовать[], чтобы войти в [accent]режим командования[].\nЗажмите палец, затем [accent]выделите область[] для выбора боевых единиц.\n[accent]Нажмите[], чтобы приказать выбранным единицам двигаться или атаковать.
|
||||||
aegis.tungsten = Вольфрам может быть добыт [accent]ударной дрелью[].\nЭта постройка требует [accent]воду[] и [accent]энергию[].
|
aegis.tungsten = Вольфрам может быть добыт [accent]ударной дрелью[].\nЭта постройка требует [accent]воду[] и [accent]энергию[].
|
||||||
@@ -2197,14 +2227,14 @@ block.spore-press.description = Сжимает стручки спор для с
|
|||||||
block.pulverizer.description = Измельчает металлолом в мелкий песок.
|
block.pulverizer.description = Измельчает металлолом в мелкий песок.
|
||||||
block.coal-centrifuge.description = Превращает нефть в куски угля.
|
block.coal-centrifuge.description = Превращает нефть в куски угля.
|
||||||
block.incinerator.description = Испаряет любой предмет или жидкость, которую он получает.
|
block.incinerator.description = Испаряет любой предмет или жидкость, которую он получает.
|
||||||
block.power-void.description = Аннулирует всю энергию, введенную в него. Только песочница.
|
block.power-void.description = Аннулирует всю энергию, введенную в него. Только в песочнице.
|
||||||
block.power-source.description = Постоянно выдаёт энергию. Только песочница.
|
block.power-source.description = Постоянно выдаёт энергию. Только в песочнице.
|
||||||
block.item-source.description = Постоянно выдаёт предметы. Только песочница.
|
block.item-source.description = Постоянно выдаёт предметы. Только в песочнице.
|
||||||
block.item-void.description = Уничтожает любые предметы. Только песочница.
|
block.item-void.description = Уничтожает любые предметы. Только в песочнице.
|
||||||
block.liquid-source.description = Постоянно выдаёт жидкость. Только песочница.
|
block.liquid-source.description = Постоянно выдаёт жидкость. Только в песочнице.
|
||||||
block.liquid-void.description = Уничтожает любые жидкости. Только песочница.
|
block.liquid-void.description = Уничтожает любые жидкости. Только в песочнице.
|
||||||
block.payload-source.description = Постоянно выдает грузы. Только песочница.
|
block.payload-source.description = Постоянно выдает грузы. Только в песочнице.
|
||||||
block.payload-void.description = Уничтожает любые грузы. Только песочница.
|
block.payload-void.description = Уничтожает любые грузы. Только в песочнице.
|
||||||
block.copper-wall.description = Защищает постройки от вражеских снарядов.
|
block.copper-wall.description = Защищает постройки от вражеских снарядов.
|
||||||
block.copper-wall-large.description = Защищает постройки от вражеских снарядов.
|
block.copper-wall-large.description = Защищает постройки от вражеских снарядов.
|
||||||
block.titanium-wall.description = Защищает постройки от вражеских снарядов.
|
block.titanium-wall.description = Защищает постройки от вражеских снарядов.
|
||||||
@@ -2217,10 +2247,10 @@ block.phase-wall.description = Защищает постройки от враж
|
|||||||
block.phase-wall-large.description = Защищает постройки от вражеских снарядов, отражая большинство пуль при ударе.
|
block.phase-wall-large.description = Защищает постройки от вражеских снарядов, отражая большинство пуль при ударе.
|
||||||
block.surge-wall.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
|
block.surge-wall.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
|
||||||
block.surge-wall-large.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
|
block.surge-wall-large.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
|
||||||
block.scrap-wall.description = Protects structures from enemy projectiles.
|
block.scrap-wall.description = Защищает постройки от вражеских снарядов.
|
||||||
block.scrap-wall-large.description = Protects structures from enemy projectiles.
|
block.scrap-wall-large.description = Защищает постройки от вражеских снарядов.
|
||||||
block.scrap-wall-huge.description = Protects structures from enemy projectiles.
|
block.scrap-wall-huge.description = Защищает постройки от вражеских снарядов.
|
||||||
block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
|
block.scrap-wall-gigantic.description = Защищает постройки от вражеских снарядов.
|
||||||
block.door.description = Стена, которую можно открыть или закрыть нажатием.
|
block.door.description = Стена, которую можно открыть или закрыть нажатием.
|
||||||
block.door-large.description = Стена, которую можно открыть или закрыть нажатием.
|
block.door-large.description = Стена, которую можно открыть или закрыть нажатием.
|
||||||
block.mender.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует кремний для увеличения дальности и эффективности.
|
block.mender.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует кремний для увеличения дальности и эффективности.
|
||||||
@@ -2287,9 +2317,9 @@ block.vault.description = Хранит большое количество пр
|
|||||||
block.container.description = Хранит небольшое количество предметов каждого типа. Предметы можно извлечь при помощи разгрузчика.
|
block.container.description = Хранит небольшое количество предметов каждого типа. Предметы можно извлечь при помощи разгрузчика.
|
||||||
block.unloader.description = Выгружает выбранный предмет из соседних блоков.
|
block.unloader.description = Выгружает выбранный предмет из соседних блоков.
|
||||||
block.launch-pad.description = Запускает партии предметов в выбранные секторы.
|
block.launch-pad.description = Запускает партии предметов в выбранные секторы.
|
||||||
block.advanced-launch-pad.description = Запускает партии предметов в выбранные сектора. Принимает только один тип предмета за запуск.
|
block.advanced-launch-pad.description = Запускает партии предметов в выбранные секторы. Принимает только один тип предметов за раз.
|
||||||
block.advanced-launch-pad.details = Суборбитальная система для транспортировки ресурсов из пункта в пункт.
|
block.advanced-launch-pad.details = Суборбитальная система для направленной транспортировки ресурсов.
|
||||||
block.landing-pad.description = Принимает предметы с пусковых площадок в других секторах. Требует большое количество воды для защиты от ударов при посадке.
|
block.landing-pad.description = Принимает предметы, отправленные пусковыми площадками из других секторов. Требует большое количество воды для защиты от ударов при приземлении.
|
||||||
block.duo.description = Стреляет по врагам чередующимися пулями.
|
block.duo.description = Стреляет по врагам чередующимися пулями.
|
||||||
block.scatter.description = Стреляет кусками свинца, металлолома или метастекла по вражеским воздушным единицам.
|
block.scatter.description = Стреляет кусками свинца, металлолома или метастекла по вражеским воздушным единицам.
|
||||||
block.scorch.description = Сжигает любых наземных врагов рядом с ним. Высокоэффективен на близком расстоянии.
|
block.scorch.description = Сжигает любых наземных врагов рядом с ним. Высокоэффективен на близком расстоянии.
|
||||||
@@ -2329,15 +2359,15 @@ block.memory-cell.description = Хранит информацию для лог
|
|||||||
block.memory-bank.description = Хранит информацию для логического процессора. Большая ёмкость.
|
block.memory-bank.description = Хранит информацию для логического процессора. Большая ёмкость.
|
||||||
block.logic-display.description = Отображает произвольную графику из логического процессора.
|
block.logic-display.description = Отображает произвольную графику из логического процессора.
|
||||||
block.large-logic-display.description = Отображает произвольную графику из логического процессора.
|
block.large-logic-display.description = Отображает произвольную графику из логического процессора.
|
||||||
block.tile-logic-display.description = Отображает произвольную графику из логического процессора.\nБесшовно соединяеться с другими блоками дисплея.
|
block.tile-logic-display.description = Отображает произвольную графику из логического процессора.\nБесшовно соединяется с соседними дисплеями.
|
||||||
block.interplanetary-accelerator.description = Массивная электромагнитная башня-рельсотрон. Ускоряет ядро, позволяя преодолеть гравитацию для межпланетного развёртывания.
|
block.interplanetary-accelerator.description = Массивная электромагнитная башня-рельсотрон. Собирает и ускоряет ядро, позволяя преодолеть гравитацию для полёта в дальние сектора.
|
||||||
block.repair-turret.description = Непрерывно ремонтирует ближайшую поврежденную единицу в своем радиусе. Опционально использует охлаждающую жидкость.
|
block.repair-turret.description = Непрерывно ремонтирует ближайшую поврежденную единицу в своем радиусе. Опционально использует охлаждающую жидкость.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Ядро базы. Бронировано. После уничтожения, весь контакт с регионом теряется.
|
block.core-bastion.description = Ядро базы. Бронировано. После уничтожения, весь контакт с регионом теряется.
|
||||||
block.core-citadel.description = Ядро базы. Очень хорошо бронировано. Хранит больше ресурсов, чем ядро Бастион.
|
block.core-citadel.description = Ядро базы. Очень хорошо бронировано. Хранит больше ресурсов, чем ядро Бастион.
|
||||||
block.core-acropolis.description = Ядро базы. Исключительно хорошо бронировано. Хранит больше ресурсов, чем ядро Цитадель.
|
block.core-acropolis.description = Ядро базы. Исключительно хорошо бронировано. Хранит больше ресурсов, чем ядро Цитадель.
|
||||||
block.breach.description = Стреляет бронебойными бериллиевыми или вольфрамовыми боеприпасами по вражеским целям.
|
block.breach.description = Стреляет бронебойными боеприпасами по вражеским целям.
|
||||||
block.diffuse.description = Стреляет очередью пуль в широком конусе. Отбрасывает вражеские цели назад.
|
block.diffuse.description = Стреляет очередью пуль в широком конусе. Отбрасывает вражеские цели назад.
|
||||||
block.sublimate.description = Стреляет непрерывной струей пламени по вражеским целям. Пробивает броню.
|
block.sublimate.description = Стреляет непрерывной струей пламени по вражеским целям. Пробивает броню.
|
||||||
block.titan.description = Стреляет мощными фугасными снарядами по наземным целям. Требует водород для работы.
|
block.titan.description = Стреляет мощными фугасными снарядами по наземным целям. Требует водород для работы.
|
||||||
@@ -2353,7 +2383,7 @@ block.electric-heater.description = Нагревает блоки напроти
|
|||||||
block.slag-heater.description = Нагревает блоки напротив себя. Требует шлак для работы.
|
block.slag-heater.description = Нагревает блоки напротив себя. Требует шлак для работы.
|
||||||
block.phase-heater.description = Нагревает блоки напротив себя. Требует фазовую ткань для работы.
|
block.phase-heater.description = Нагревает блоки напротив себя. Требует фазовую ткань для работы.
|
||||||
block.heat-redirector.description = Перенаправляет накопленное тепло на другие блоки.
|
block.heat-redirector.description = Перенаправляет накопленное тепло на другие блоки.
|
||||||
block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
|
block.small-heat-redirector.description = Перенаправляет накопленное тепло на другие блоки.
|
||||||
block.heat-router.description = Распределяет накопленное тепло в трех направлениях.
|
block.heat-router.description = Распределяет накопленное тепло в трех направлениях.
|
||||||
block.electrolyzer.description = Преобразует воду в водород и озон.
|
block.electrolyzer.description = Преобразует воду в водород и озон.
|
||||||
block.atmospheric-concentrator.description = Концентрирует азот из атмосферы. Требует тепло для работы.
|
block.atmospheric-concentrator.description = Концентрирует азот из атмосферы. Требует тепло для работы.
|
||||||
@@ -2366,7 +2396,7 @@ block.vent-condenser.description = Конденсирует воду из газ
|
|||||||
block.plasma-bore.description = При размещении напротив стены с рудой, постоянно выводит предметы. Требует небольшое количество энергии для работы.
|
block.plasma-bore.description = При размещении напротив стены с рудой, постоянно выводит предметы. Требует небольшое количество энергии для работы.
|
||||||
block.large-plasma-bore.description = Большой плазменный бур. Способен добывать вольфрам и торий. Требует водород и энергию для работы.
|
block.large-plasma-bore.description = Большой плазменный бур. Способен добывать вольфрам и торий. Требует водород и энергию для работы.
|
||||||
block.cliff-crusher.description = Дробит стены, постоянно выводя песок. Требует энергию для работы. Эффективность зависит от типа стены.
|
block.cliff-crusher.description = Дробит стены, постоянно выводя песок. Требует энергию для работы. Эффективность зависит от типа стены.
|
||||||
block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
|
block.large-cliff-crusher.description = Дробит стены, постоянно выводя песок. Требует энергию и озон для работы. Эффективность зависит от типа стены. Может быть ускорен с помощью вольфрама.
|
||||||
block.impact-drill.description = При размещении на соответствующей руде, постоянно выводит предметы очередями. Требует энергию и воду для работы.
|
block.impact-drill.description = При размещении на соответствующей руде, постоянно выводит предметы очередями. Требует энергию и воду для работы.
|
||||||
block.eruption-drill.description = Усовершенствованная ударная дрель. Способна добывать торий. Требует водород для работы.
|
block.eruption-drill.description = Усовершенствованная ударная дрель. Способна добывать торий. Требует водород для работы.
|
||||||
block.reinforced-conduit.description = Перемещает жидкости вперед. Не принимает ввод по бокам.
|
block.reinforced-conduit.description = Перемещает жидкости вперед. Не принимает ввод по бокам.
|
||||||
@@ -2399,7 +2429,7 @@ block.unit-cargo-loader.description = Производит грузовые др
|
|||||||
block.unit-cargo-unload-point.description = Действует как точка разгрузки для грузовых дронов. Принимает предметы, соответствующие выбранному фильтру.
|
block.unit-cargo-unload-point.description = Действует как точка разгрузки для грузовых дронов. Принимает предметы, соответствующие выбранному фильтру.
|
||||||
block.beam-node.description = Передает энергию по прямой. Хранит небольшое количество энергии.
|
block.beam-node.description = Передает энергию по прямой. Хранит небольшое количество энергии.
|
||||||
block.beam-tower.description = Усовершенствованный лучевой узел с большей дальностью. Хранит большое количество энергии.
|
block.beam-tower.description = Усовершенствованный лучевой узел с большей дальностью. Хранит большое количество энергии.
|
||||||
block.beam-link.description = Transmits power over vast distances.\nOnly capable of connecting to adjacent structures or other beam links.
|
block.beam-link.description = Передаёт энергию на огромную дистанцию.\nМожет соединяться только к другим лучевым соединителям и к соседним постройкам.
|
||||||
block.turbine-condenser.description = Вырабатывает энергию, когда размещен на жерле. Производит небольшое количество воды.
|
block.turbine-condenser.description = Вырабатывает энергию, когда размещен на жерле. Производит небольшое количество воды.
|
||||||
block.chemical-combustion-chamber.description = Генерирует энергию из аркицита и озона.
|
block.chemical-combustion-chamber.description = Генерирует энергию из аркицита и озона.
|
||||||
block.pyrolysis-generator.description = Генерирует большое количество энергии из аркицита и шлака. Производит воду в качестве побочного продукта.
|
block.pyrolysis-generator.description = Генерирует большое количество энергии из аркицита и шлака. Производит воду в качестве побочного продукта.
|
||||||
@@ -2492,8 +2522,8 @@ unit.emanate.description = Защищает ядро «Акрополь» от
|
|||||||
lst.read = Считывает число из соединённой ячейки памяти.
|
lst.read = Считывает число из соединённой ячейки памяти.
|
||||||
lst.write = Записывает число в соединённую ячейку памяти.
|
lst.write = Записывает число в соединённую ячейку памяти.
|
||||||
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
||||||
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.printchar = Добавляет знак UTF-16 или иконку из игры в текстовый буфер.\nНичего не отображает, пока не будет вызван [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Заменить заполнитель в текстовом буфере на значение.\nНичего не делает, если паттерн заполнителя неверный.\nПаттерн заполнителя: "{[accent]число 0-9[]}"\nПример:\n[accent]print "тест {0}"\nformat "example"
|
||||||
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
||||||
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
||||||
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
||||||
@@ -2516,8 +2546,8 @@ lst.getblock = Получает данные о плитке в любом ме
|
|||||||
lst.setblock = Устанавливает плитку в любом месте.
|
lst.setblock = Устанавливает плитку в любом месте.
|
||||||
lst.spawnunit = Создает боевую единицу на локации.
|
lst.spawnunit = Создает боевую единицу на локации.
|
||||||
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
||||||
lst.weathersense = Check if a type of weather is active.
|
lst.weathersense = Проверяет состояние погоды.
|
||||||
lst.weatherset = Set the current state of a type of weather.
|
lst.weatherset = Устанавливает погоду.
|
||||||
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
||||||
lst.explosion = Создает взрыв на локации.
|
lst.explosion = Создает взрыв на локации.
|
||||||
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
||||||
@@ -2530,57 +2560,55 @@ lst.cutscene = Управляет камерой игрока.
|
|||||||
lst.setflag = Устанавливает глобальный флаг, который может быть прочитан всеми процессорами.
|
lst.setflag = Устанавливает глобальный флаг, который может быть прочитан всеми процессорами.
|
||||||
lst.getflag = Проверяет, установлен ли глобальный флаг.
|
lst.getflag = Проверяет, установлен ли глобальный флаг.
|
||||||
lst.setprop = Устанавливает свойство единицы или постройки.
|
lst.setprop = Устанавливает свойство единицы или постройки.
|
||||||
lst.effect = Create a particle effect.
|
lst.effect = Создаёт эффект частицы.
|
||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Синхронизировать переменную в сети.\nМаксимум 10 синхронизаций в секунду.
|
||||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
lst.playsound = Проигрывает звук.\nГромкость может быть глобальной, или зависеть от расстояния.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Создать новый логический маркер.\nНужно указать ID маркера.\nМаксимум 20000 маркеров.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Установить значение маркера.\nID маркера должен соответствовать указанному в строке создания маркера.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Добавляет данные локалей в текстовый буфер.\nЧтобы добавить локали, зайдите в [accent]Информация о карте > Наборы локалей[].\nЕсли клиент на мобильном устройсте, сначала попытается найти строку с окончанием ".mobile".
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
lglobal.@pi = The mathematical constant pi (3.141...)
|
lglobal.@pi = Математическая константа pi (3.141...)
|
||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = Математическая константа e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Умножить на данное число для перевода градусов в радианы
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Умножить на данное число для перевода радианов в градусы
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Время игры на текущем сохранении в миллисекундах
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Время игры на текущем сохранении в тиках (1 секунда = 60 тиков)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Время игры на текущем сохранении в секундах
|
||||||
lglobal.@minute = Playtime of current save, in minutes
|
lglobal.@minute = Время игры на текущем сохранении в минутах
|
||||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
lglobal.@waveNumber = Текущий номер волны
|
||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Время до волны в секундах
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Ширина карты в блоках
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Высота карты в блоках
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Карта
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = Основное
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Сеть/клиент [Только для мировых процессоров]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Процессор
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Поиск
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = Процессор, выполняющий код
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = Координата X процессора, выполняющего код
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Координата Y процессора, выполняющего код
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Общее количество блоков, связанных с процессором
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Скорость выполнения процессов в секунду процессора в тиках (1 секунда = 60 тиков)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Общее количество видов боевых единиц в игре; используется операцией поиска
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Общее количество видов блоков в игре; используется операцией поиска
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Общее количество видов предметов в игре; используется операцией поиска
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Общее количество видов жидкости в игре; используется операцией поиска
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True, если код работает на сервере, иначе False
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True, если код работает на клиенте, подключённом к серверу
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Выбранный язык игры клиента, выполняющего код. Пример: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Боевая единица клиента, выполняющего код
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Имя игрока клиента, выполняющего код
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = ID команды клиента, выполняющего код.
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True, если код работает на мобильном клиенте, иначе False
|
||||||
|
|
||||||
logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено.
|
|
||||||
|
|
||||||
lenum.type = Тип постройки/единицы. \nНапример, для маршрутизатора это будет [accent]@router[].\nНе строка.
|
lenum.type = Тип постройки/единицы. \nНапример, для маршрутизатора это будет [accent]@router[].\nНе строка.
|
||||||
lenum.shoot = Стрельба в определённую позицию.
|
lenum.shoot = Стрельба в определённую позицию.
|
||||||
@@ -2589,19 +2617,19 @@ lenum.config = Конфигурация постройки, например, п
|
|||||||
lenum.enabled = Включён ли блок.
|
lenum.enabled = Включён ли блок.
|
||||||
|
|
||||||
laccess.currentammotype = Текущий боеприпас турели.
|
laccess.currentammotype = Текущий боеприпас турели.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Количество слотов в блоке памяти
|
||||||
laccess.color = Цвет осветителя.
|
laccess.color = Цвет осветителя.
|
||||||
laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возвращает командующего.\nВ противном случае возвращает саму единицу.
|
laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возвращает командующего.\nВ противном случае возвращает саму единицу.
|
||||||
laccess.dead = Является ли единица/постройка неработающей или несуществующей.
|
laccess.dead = Является ли единица/постройка неработающей или несуществующей.
|
||||||
laccess.controlled = Возвращает:\n[accent]@ctrlProcessor[] если единица управляется процессором\n[accent]@ctrlPlayer[] если единица/постройка управляется игроком\n[accent]@ctrlFormation[] если единица в строю\nВ противном случае — 0.
|
laccess.controlled = Возвращает:\n[accent]@ctrlProcessor[] если единица управляется процессором\n[accent]@ctrlPlayer[] если единица/постройка управляется игроком\n[accent]@ctrlFormation[] если единица в строю\nВ противном случае — 0.
|
||||||
laccess.progress = Прогресс действия от 0 до 1. Возвращает прогресс производства, перезарядку турели или прогресс постройки.
|
laccess.progress = Прогресс действия от 0 до 1. Возвращает прогресс производства, перезарядку турели или прогресс постройки.
|
||||||
laccess.speed = Максимальная скорость единицы, в плитках/сек.
|
laccess.speed = Максимальная скорость единицы, в плитках/сек.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Размер боев. ед./постройки или длина текстового значения.
|
||||||
laccess.id = Идентификатор единицы/блока/предмета/жидкости.\nЭто обратная операция поиска.
|
laccess.id = Идентификатор единицы/блока/предмета/жидкости.\nЭто обратная операция поиска.
|
||||||
laccess.displaywidth = Width of a display block in pixels.
|
laccess.displaywidth = Ширина дисплея, в пикселях.
|
||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Высота дисплея, в пикселях.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Количество необработанных команд в графическом буфере дисплея.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Количество операций, выполненных в блоке.\nДля дисплеев, возвращает количество выполненных операций drawflush.
|
||||||
|
|
||||||
lcategory.unknown = Неизвестно
|
lcategory.unknown = Неизвестно
|
||||||
lcategory.unknown.description = Нет категории.
|
lcategory.unknown.description = Нет категории.
|
||||||
@@ -2629,19 +2657,19 @@ graphicstype.poly = Отрисовка закрашенного правильн
|
|||||||
graphicstype.linepoly = Отрисовка контура правильного многоугольника.
|
graphicstype.linepoly = Отрисовка контура правильного многоугольника.
|
||||||
graphicstype.triangle = Отрисовка закрашенного треугольника.
|
graphicstype.triangle = Отрисовка закрашенного треугольника.
|
||||||
graphicstype.image = Отрисовка внутриигровых спрайтов.\nНапример: [accent]@router[] или [accent]@dagger[].
|
graphicstype.image = Отрисовка внутриигровых спрайтов.\nНапример: [accent]@router[] или [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Отрисовка текста из текстового буфера.\nОчищает текстовый буфер.
|
||||||
|
|
||||||
lenum.always = Всегда истина.
|
lenum.always = Всегда истина.
|
||||||
lenum.idiv = Целочисленное деление.
|
lenum.idiv = Целочисленное деление.
|
||||||
lenum.div = Деление.\nВозвращает [accent]null[] при делении на ноль.
|
lenum.div = Деление.\nВозвращает [accent]null[] при делении на ноль.
|
||||||
lenum.mod = Остаток от деления.
|
lenum.mod = Остаток от деления.
|
||||||
lenum.emod = True modulo, result sign comes from the divisor.
|
lenum.emod = Истинный модуль числа. Знак результата зависит от знака делителя.
|
||||||
lenum.equal = Равно. Приводит типы.\nНе-null объекты, по сравнению с числами, становятся 1, иначе — 0.
|
lenum.equal = Равно. Приводит типы.\nНе-null объекты, по сравнению с числами, становятся 1, иначе — 0.
|
||||||
lenum.notequal = Не равно. Приводит типы.
|
lenum.notequal = Не равно. Приводит типы.
|
||||||
lenum.strictequal = Строгое равенство. Не приводит типы.\nМожет быть использовано для проверки на [accent]null[].
|
lenum.strictequal = Строгое равенство. Не приводит типы.\nМожет быть использовано для проверки на [accent]null[].
|
||||||
lenum.shl = Побитовый сдвиг влево.
|
lenum.shl = Побитовый сдвиг влево.
|
||||||
lenum.shr = Побитовый сдвиг вправо.
|
lenum.shr = Побитовый сдвиг вправо.
|
||||||
lenum.ushr = Unsigned bit-shift right.
|
lenum.ushr = Побитовый сдвиг вправо с заполнением нулями.
|
||||||
lenum.or = Побитовое ИЛИ.
|
lenum.or = Побитовое ИЛИ.
|
||||||
lenum.land = Булевое И.
|
lenum.land = Булевое И.
|
||||||
lenum.and = Побитовое И.
|
lenum.and = Побитовое И.
|
||||||
@@ -2751,29 +2779,29 @@ lenum.posi = Индексированная позиция, используем
|
|||||||
lenum.uvi = Положение текстуры в диапазоне от нуля до единицы, используется для квадратных маркеров.
|
lenum.uvi = Положение текстуры в диапазоне от нуля до единицы, используется для квадратных маркеров.
|
||||||
lenum.colori = Индексируемая позиция, используемая для линейных и квадратных маркеров с нулевым индексом, являющимся первым цветом.
|
lenum.colori = Индексируемая позиция, используемая для линейных и квадратных маркеров с нулевым индексом, являющимся первым цветом.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Определяет, будут ли волны появляться по таймеру. Если нет, то они будут появляться по нажатию на кнопку.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Устанавливает номер волны. Может быть любым числом в режиме без волн.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Устанавливает время до волны в тиках. (1 секунда = 60 тиков)
|
||||||
lenum.waves = Whether waves are spawnable at all.
|
lenum.waves = Определяет, будут ли волны появляться.
|
||||||
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
lenum.wavesending = Определяет, можно ли вызывать волны нажатием на кнопку.
|
||||||
lenum.attackmode = Determines if gamemode is attack mode.
|
lenum.attackmode = Устанавливает режим атаки в мире
|
||||||
lenum.wavespacing = Time between waves in ticks.
|
lenum.wavespacing = Устанавливает время между волнами.
|
||||||
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
lenum.enemycorebuildradius = Устанавливает радиус защиты вражеских ядер.
|
||||||
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
lenum.dropzoneradius = Устанавливает радиус зон высадки.
|
||||||
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
lenum.unitcap = Устанавливает лимит боевых единиц. Лимит всё ещё может быть повышен ядрами.
|
||||||
lenum.lighting = Whether ambient lighting is enabled.
|
lenum.lighting = Определяет, включено ли освещение.
|
||||||
lenum.buildspeed = Multiplier for building speed.
|
lenum.buildspeed = Устанавливает множитель скорости строительства.
|
||||||
lenum.unithealth = How much health units start with.
|
lenum.unithealth = Устанавливает множитель начального здоровья боевых единиц.
|
||||||
lenum.unitbuildspeed = How fast unit factories build units.
|
lenum.unitbuildspeed = Устанавливает множитель скорости производства боевых единиц.
|
||||||
lenum.unitcost = Multiplier of resources that units take to build.
|
lenum.unitcost = Устанавливает множитель цены боевых единиц.
|
||||||
lenum.unitdamage = How much damage units deal.
|
lenum.unitdamage = Устанавливает множитель урона боевых единиц.
|
||||||
lenum.blockhealth = How much health blocks start with.
|
lenum.blockhealth = Устанавливает множитель начального здоровья блоков.
|
||||||
lenum.blockdamage = How much damage blocks (turrets) deal.
|
lenum.blockdamage = Устанавливает множитель урона блоков (турелей).
|
||||||
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
lenum.rtsminweight = Устанавливает минимальное "преимущество", требуемое, чтобы отряд врага напал на игрока. Чем выше значение, тем более осторожны будут враги.
|
||||||
lenum.rtsminsquad = Minimum size of attack squads.
|
lenum.rtsminsquad = Устанавливает минимальный размер отрядов врага.
|
||||||
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
lenum.maparea = Устанавливает доступную зону карты. Всё, что находится за ней, будет недоступно.
|
||||||
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
lenum.ambientlight = Устанавливает цвет освещения, если оно активно.
|
||||||
lenum.solarmultiplier = Multiplies power output of solar panels.
|
lenum.solarmultiplier = Устанавливает множитель получаемой энергии из солнечных панелей.
|
||||||
lenum.dragmultiplier = Environment drag multiplier.
|
lenum.dragmultiplier = Устанавливает множитель скорости торможения боевых единиц.
|
||||||
lenum.ban = Blocks or units that cannot be placed or built.
|
lenum.ban = Устанавливает запрещённые блоки и боевые единицы.
|
||||||
lenum.unban = Unban a unit or block.
|
lenum.unban = Снимает запрет на ранее запрещённые блоки и боевые единицы.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Jezgro je napadnuto! >
|
|||||||
nearpoint = [[ [scarlet]NAPUSTI ZONU DOLASKA ODMAH[] ]\nauništenje je neizostavno
|
nearpoint = [[ [scarlet]NAPUSTI ZONU DOLASKA ODMAH[] ]\nauništenje je neizostavno
|
||||||
database = Baza Podataka
|
database = Baza Podataka
|
||||||
database.button = Baza Podataka
|
database.button = Baza Podataka
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Snimi Igru
|
savegame = Snimi Igru
|
||||||
loadgame = Učitaj Igru
|
loadgame = Učitaj Igru
|
||||||
joingame = Priključi se na Igru
|
joingame = Priključi se na Igru
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Greška pri objavljivanju: {0}
|
publish.error = Greška pri objavljivanju: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Seme:
|
editor.seed = Seme:
|
||||||
editor.cliffs = Zidovi u Litice
|
|
||||||
editor.brush = Četka
|
editor.brush = Četka
|
||||||
editor.openin = Otvori u Editoru
|
editor.openin = Otvori u Editoru
|
||||||
editor.oregen = Generacija Rude
|
editor.oregen = Generacija Rude
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Pravila:
|
|||||||
editor.generation = Generisanje:
|
editor.generation = Generisanje:
|
||||||
editor.objectives = Zadaci
|
editor.objectives = Zadaci
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Čestitam.\n\nNeprijatelj na {0} je poražen.\n[ligh
|
|||||||
sectorlist = Sektori
|
sectorlist = Sektori
|
||||||
sectorlist.attacked = {0} pod napadom
|
sectorlist.attacked = {0} pod napadom
|
||||||
sectors.unexplored = [lightgray]Neistraženo
|
sectors.unexplored = [lightgray]Neistraženo
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resursi:
|
sectors.resources = Resursi:
|
||||||
sectors.production = Proizvodnja:
|
sectors.production = Proizvodnja:
|
||||||
sectors.export = Izvoz:
|
sectors.export = Izvoz:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Talas:
|
|||||||
sectors.stored = Skladišćeno:
|
sectors.stored = Skladišćeno:
|
||||||
sectors.resume = Nastavi
|
sectors.resume = Nastavi
|
||||||
sectors.launch = Lansiraj
|
sectors.launch = Lansiraj
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Izaberi
|
sectors.select = Izaberi
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Preimenuj Sektor
|
|||||||
sectors.enemybase = [scarlet]Neprijateljska Baza
|
sectors.enemybase = [scarlet]Neprijateljska Baza
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Pod napadom! [accent]{0}% štete
|
sectors.underattack = [scarlet]Pod napadom! [accent]{0}% štete
|
||||||
sectors.underattack.nodamage = [scarlet]Nije zauzet
|
|
||||||
sectors.survives = [accent]Preživeće {0} talasa
|
|
||||||
sectors.go = Kreni
|
sectors.go = Kreni
|
||||||
sector.abandon = Napusti
|
sector.abandon = Napusti
|
||||||
sector.abandon.confirm = Sva jezgra u ovom sektoru će se samouništiti. Nastaviti?
|
sector.abandon.confirm = Sva jezgra u ovom sektoru će se samouništiti. Nastaviti?
|
||||||
sector.curcapture = Sektor Zauzet
|
sector.curcapture = Sektor Zauzet
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor Izgubljen
|
sector.curlost = Sektor Izgubljen
|
||||||
sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
||||||
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Neprijatelj je sagradio bazu na dalekom, prir
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Suprotnosti
|
|||||||
stat.powercapacity = Skladište energije
|
stat.powercapacity = Skladište energije
|
||||||
stat.powershot = Energija po pucnju
|
stat.powershot = Energija po pucnju
|
||||||
stat.damage = Šteta
|
stat.damage = Šteta
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Nišani vazduh
|
stat.targetsair = Nišani vazduh
|
||||||
stat.targetsground = Nišani zemlju
|
stat.targetsground = Nišani zemlju
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Brzina kretanja
|
stat.itemsmoved = Brzina kretanja
|
||||||
stat.launchtime = Vreme između lansiranja
|
stat.launchtime = Vreme između lansiranja
|
||||||
stat.shootrange = Domet
|
stat.shootrange = Domet
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Brzina paljbe
|
|||||||
stat.ammo = Municija
|
stat.ammo = Municija
|
||||||
stat.shieldhealth = Izdržljivost štita
|
stat.shieldhealth = Izdržljivost štita
|
||||||
stat.cooldowntime = Vreme hlađenja
|
stat.cooldowntime = Vreme hlađenja
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Eksplozivnost
|
stat.explosiveness = Eksplozivnost
|
||||||
stat.basedeflectchance = Šansa odbijanja
|
stat.basedeflectchance = Šansa odbijanja
|
||||||
stat.lightningchance = Šansa za stvaranje munje
|
stat.lightningchance = Šansa za stvaranje munje
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Ulaz
|
bar.input = Ulaz
|
||||||
bar.output = Izlaz
|
bar.output = Izlaz
|
||||||
bar.strength = [stat]{0}[lightgray]x snage
|
bar.strength = [stat]{0}[lightgray]x snage
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Procesno Upravljan
|
units.processorcontrol = [lightgray]Procesno Upravljan
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = milioni
|
|||||||
unit.billions = milijarde
|
unit.billions = milijarde
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /pucnju
|
unit.pershot = /pucnju
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Namena
|
category.purpose = Namena
|
||||||
category.general = Opšte
|
category.general = Opšte
|
||||||
category.power = Energija
|
category.power = Energija
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI [red](Nedovršeno)
|
rules.rtsai = RTS AI [red](Nedovršeno)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Minimalna Veličina Odreda
|
rules.rtsminsquadsize = Minimalna Veličina Odreda
|
||||||
rules.rtsmaxsquadsize = Maksimalna Veličina Odreda
|
rules.rtsmaxsquadsize = Maksimalna Veličina Odreda
|
||||||
rules.rtsminattackweight = Minimalna Težina Napada
|
rules.rtsminattackweight = Minimalna Težina Napada
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Počisti Građevine Poraženog Tima (PvP)
|
|||||||
rules.corecapture = Zauzmi Jezgro Po Uništenju
|
rules.corecapture = Zauzmi Jezgro Po Uništenju
|
||||||
rules.polygoncoreprotection = Poligonalna Zaštita Jezgra
|
rules.polygoncoreprotection = Poligonalna Zaštita Jezgra
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Beskonačnost Neprijateljskih Resursa
|
rules.enemyCheat = Beskonačnost Neprijateljskih Resursa
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Vrsta građevine/jedinice.\nnpr. za svaki ruter, ovo šalje [accent]@router[].\nNot a string.
|
lenum.type = Vrsta građevine/jedinice.\nnpr. za svaki ruter, ovo šalje [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Ispaljuj na mestu.
|
lenum.shoot = Ispaljuj na mestu.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Kärnan är under attack! >
|
|||||||
nearpoint = [[ [scarlet]LÄMNA DROPPZONEN OMEDELBART[] ]\nförintelse oundviklig
|
nearpoint = [[ [scarlet]LÄMNA DROPPZONEN OMEDELBART[] ]\nförintelse oundviklig
|
||||||
database = Kärndatabas
|
database = Kärndatabas
|
||||||
database.button = Databas
|
database.button = Databas
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Spara Spel
|
savegame = Spara Spel
|
||||||
loadgame = Importera Spel
|
loadgame = Importera Spel
|
||||||
joingame = Gå med i Spel
|
joingame = Gå med i Spel
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Pensel
|
editor.brush = Pensel
|
||||||
editor.openin = Open In Editor
|
editor.openin = Open In Editor
|
||||||
editor.oregen = Ore Generation
|
editor.oregen = Ore Generation
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Regler:
|
|||||||
editor.generation = Generering:
|
editor.generation = Generering:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Oupptäckt
|
sectors.unexplored = [lightgray]Oupptäckt
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurser:
|
sectors.resources = Resurser:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Lagrade:
|
sectors.stored = Lagrade:
|
||||||
sectors.resume = Återuppta
|
sectors.resume = Återuppta
|
||||||
sectors.launch = Skjuta upp
|
sectors.launch = Skjuta upp
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Byt namn på sektor
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Power Capacity
|
stat.powercapacity = Power Capacity
|
||||||
stat.powershot = Power/Shot
|
stat.powershot = Power/Shot
|
||||||
stat.damage = Skada
|
stat.damage = Skada
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Shots/Second
|
|||||||
stat.ammo = Ammunition
|
stat.ammo = Ammunition
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Allmänt
|
category.general = Allmänt
|
||||||
category.power = Energi
|
category.power = Energi
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < แกนกลางถูกโจมตี! >
|
|||||||
nearpoint = [[ [scarlet]ออกจากจุดเกิดด่วน![] ]\nการทำลายล้างกำลังใกล้เข้ามา
|
nearpoint = [[ [scarlet]ออกจากจุดเกิดด่วน![] ]\nการทำลายล้างกำลังใกล้เข้ามา
|
||||||
database = ฐานข้อมูลแกนกลาง
|
database = ฐานข้อมูลแกนกลาง
|
||||||
database.button = ฐานข้อมูล
|
database.button = ฐานข้อมูล
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = เซฟเกม
|
savegame = เซฟเกม
|
||||||
loadgame = โหลดเกม
|
loadgame = โหลดเกม
|
||||||
joingame = เข้าร่วมเกม
|
joingame = เข้าร่วมเกม
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = คุณแน่ใจหรือว่าจะเผย
|
|||||||
publish.error = เกิดข้อผิดพลาดการเผยแพร่ไอเท็มดังต่อไปนี้: {0}
|
publish.error = เกิดข้อผิดพลาดการเผยแพร่ไอเท็มดังต่อไปนี้: {0}
|
||||||
steam.error = ไม่สามารถเริ่มการบริการ Steam ได้\nข้อผิดพลาด: {0}
|
steam.error = ไม่สามารถเริ่มการบริการ Steam ได้\nข้อผิดพลาด: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = ดาว:
|
editor.planet = ดาว:
|
||||||
editor.sector = เซ็กเตอร์:
|
editor.sector = เซ็กเตอร์:
|
||||||
editor.seed = ซีด:
|
editor.seed = ซีด:
|
||||||
editor.cliffs = เปลี่ยนกำแพงเป็นหน้าผา
|
|
||||||
editor.brush = แปรง
|
editor.brush = แปรง
|
||||||
editor.openin = เปิดในตัวแก้ไข
|
editor.openin = เปิดในตัวแก้ไข
|
||||||
editor.oregen = การเกิดของแร่
|
editor.oregen = การเกิดของแร่
|
||||||
@@ -465,6 +468,14 @@ editor.rules = กฎ
|
|||||||
editor.generation = เจนเนอเรชั่น
|
editor.generation = เจนเนอเรชั่น
|
||||||
editor.objectives = เป้าหมาย
|
editor.objectives = เป้าหมาย
|
||||||
editor.locales = ชุดภาษาท้องถิ่น
|
editor.locales = ชุดภาษาท้องถิ่น
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = ตัวประมวลผลโลก
|
editor.worldprocessors = ตัวประมวลผลโลก
|
||||||
editor.worldprocessors.editname = แก้ไขชื่อ
|
editor.worldprocessors.editname = แก้ไขชื่อ
|
||||||
editor.worldprocessors.none = [lightgray]ไม่พบตัวประมวลผลโลกในแมพ!\nสามารถไปเพิ่มในตัวแก้ไขแมพ หรือกดปุ่ม \ue813 เพิ่ม ด้านล่าง
|
editor.worldprocessors.none = [lightgray]ไม่พบตัวประมวลผลโลกในแมพ!\nสามารถไปเพิ่มในตัวแก้ไขแมพ หรือกดปุ่ม \ue813 เพิ่ม ด้านล่าง
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]ยินดีด้วย\n\nศัตรูบน
|
|||||||
sectorlist = เซ็กเตอร์
|
sectorlist = เซ็กเตอร์
|
||||||
sectorlist.attacked = {0} ถูกโจมตึ
|
sectorlist.attacked = {0} ถูกโจมตึ
|
||||||
sectors.unexplored = [lightgray]ยังไม่ได้สำรวจ
|
sectors.unexplored = [lightgray]ยังไม่ได้สำรวจ
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = ทรัพยากร:
|
sectors.resources = ทรัพยากร:
|
||||||
sectors.production = การผลิต:
|
sectors.production = การผลิต:
|
||||||
sectors.export = การส่งออก:
|
sectors.export = การส่งออก:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = คลื่น:
|
|||||||
sectors.stored = คลังไอเท็ม:
|
sectors.stored = คลังไอเท็ม:
|
||||||
sectors.resume = ไปต่อ
|
sectors.resume = ไปต่อ
|
||||||
sectors.launch = ลงจอด
|
sectors.launch = ลงจอด
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = เลือก
|
sectors.select = เลือก
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = เปลี่ยนชื่อเซ็กเตอร์
|
|||||||
sectors.enemybase = [scarlet]ฐานทัพศัตรู
|
sectors.enemybase = [scarlet]ฐานทัพศัตรู
|
||||||
sectors.vulnerable = [scarlet]เสี่ยงภัย
|
sectors.vulnerable = [scarlet]เสี่ยงภัย
|
||||||
sectors.underattack = [scarlet]เซ็กเตอร์ถูกโจมตี! เสียหาย [accent]{0}%
|
sectors.underattack = [scarlet]เซ็กเตอร์ถูกโจมตี! เสียหาย [accent]{0}%
|
||||||
sectors.underattack.nodamage = [scarlet]ยังไม่ถูกยึดครอง
|
|
||||||
sectors.survives = [accent]จะอยู่รอดได้ {0} คลื่น
|
|
||||||
sectors.go = ไป
|
sectors.go = ไป
|
||||||
sector.abandon = ทอดทิ้ง
|
sector.abandon = ทอดทิ้ง
|
||||||
sector.abandon.confirm = แกนกลางของเซ็กเตอร์นี้จะทำลายตัวเอง\nดำเนินการต่อหรือไม่?
|
sector.abandon.confirm = แกนกลางของเซ็กเตอร์นี้จะทำลายตัวเอง\nดำเนินการต่อหรือไม่?
|
||||||
sector.curcapture = ยึดครองแล้ว
|
sector.curcapture = ยึดครองแล้ว
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = เราเสียเซ็กเตอร์!
|
sector.curlost = เราเสียเซ็กเตอร์!
|
||||||
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
||||||
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = ศัตรูได้ตั้งฐาน
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = ตรงข้าม
|
|||||||
stat.powercapacity = ความจุพลังงาน
|
stat.powercapacity = ความจุพลังงาน
|
||||||
stat.powershot = หน่วยพลังงาน/นัด
|
stat.powershot = หน่วยพลังงาน/นัด
|
||||||
stat.damage = ดาเมจ
|
stat.damage = ดาเมจ
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = ยิงอากาศ
|
stat.targetsair = ยิงอากาศ
|
||||||
stat.targetsground = ยิงพื้นดิน
|
stat.targetsground = ยิงพื้นดิน
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
||||||
stat.launchtime = เวลาระหว่างการส่ง
|
stat.launchtime = เวลาระหว่างการส่ง
|
||||||
stat.shootrange = ระยะยิง
|
stat.shootrange = ระยะยิง
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = อัตราการยิง
|
|||||||
stat.ammo = กระสุน
|
stat.ammo = กระสุน
|
||||||
stat.shieldhealth = พลังชีวิตโล่
|
stat.shieldhealth = พลังชีวิตโล่
|
||||||
stat.cooldowntime = เวลาคูลดาวน์
|
stat.cooldowntime = เวลาคูลดาวน์
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = แรงระเบิด
|
stat.explosiveness = แรงระเบิด
|
||||||
stat.basedeflectchance = โอกาสกระสุนสะท้อนกลับ
|
stat.basedeflectchance = โอกาสกระสุนสะท้อนกลับ
|
||||||
stat.lightningchance = โอกาสเกิดสายฟ้า
|
stat.lightningchance = โอกาสเกิดสายฟ้า
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] พลังชีวิต/วิ
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] เกราะ
|
ability.stat.shield = [stat]{0}[lightgray] เกราะ
|
||||||
ability.stat.repairspeed = [stat]{0}/วิ[lightgray] ความเร็วการซ่อมแซม
|
ability.stat.repairspeed = [stat]{0}/วิ[lightgray] ความเร็วการซ่อมแซม
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] พลังชีวิต/หน่วยของเหลว
|
ability.stat.slurpheal = [stat]{0}[lightgray] พลังชีวิต/หน่วยของเหลว
|
||||||
ability.stat.cooldown = [stat]{0} วิ[lightgray] คูลดาวน์
|
ability.stat.cooldown = [stat]{0} วิ[lightgray] คูลดาวน์
|
||||||
ability.stat.maxtargets = [lightgray]เป้าหมายสูงสุด: [white]{0}
|
ability.stat.maxtargets = [lightgray]เป้าหมายสูงสุด: [white]{0}
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = คูลดาวน์การส่งทรัพย
|
|||||||
bar.input = ด้านเข้า
|
bar.input = ด้านเข้า
|
||||||
bar.output = ด้านออก
|
bar.output = ด้านออก
|
||||||
bar.strength = [lightgray]ความรุนแรง [stat]{0}[lightgray]x
|
bar.strength = [lightgray]ความรุนแรง [stat]{0}[lightgray]x
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = นัด
|
unit.shots = นัด
|
||||||
unit.pershot = /การยิง
|
unit.pershot = /การยิง
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = วัตถุประสงค์
|
category.purpose = วัตถุประสงค์
|
||||||
category.general = ทั่วไป
|
category.general = ทั่วไป
|
||||||
category.power = พลังงาน
|
category.power = พลังงาน
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = ระดับการสร้างของ AI
|
|||||||
rules.rtsai = RTS AI [red](ไม่เสถียร)
|
rules.rtsai = RTS AI [red](ไม่เสถียร)
|
||||||
rules.rtsai.campaign = AI โจมตีแบบ RTS
|
rules.rtsai.campaign = AI โจมตีแบบ RTS
|
||||||
rules.rtsai.campaign.info = ในแมพโจมตี จะทำให้ยูนิตรวมตัวกันและจู่โจมฐานทัพของผู้เล่นในวิถีการคำนวณที่ฉลาดมากกว่า
|
rules.rtsai.campaign.info = ในแมพโจมตี จะทำให้ยูนิตรวมตัวกันและจู่โจมฐานทัพของผู้เล่นในวิถีการคำนวณที่ฉลาดมากกว่า
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = ขนาดกองทัพเล็กที่สุด
|
rules.rtsminsquadsize = ขนาดกองทัพเล็กที่สุด
|
||||||
rules.rtsmaxsquadsize = ขนาดกองทัพใหญ่ที่สุด
|
rules.rtsmaxsquadsize = ขนาดกองทัพใหญ่ที่สุด
|
||||||
rules.rtsminattackweight = ขนาดน้ำหนักการโจมตีน้อยที่สุด
|
rules.rtsminattackweight = ขนาดน้ำหนักการโจมตีน้อยที่สุด
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = ลบล้างสิ่งก่อสร้าง
|
|||||||
rules.corecapture = ยืดแกนกลางเมื่อทำลาย
|
rules.corecapture = ยืดแกนกลางเมื่อทำลาย
|
||||||
rules.polygoncoreprotection = รัศมีปกป้องแกนกลางแบบหลายเหลี่ยม
|
rules.polygoncoreprotection = รัศมีปกป้องแกนกลางแบบหลายเหลี่ยม
|
||||||
rules.placerangecheck = ตรวจสอบระยะห่างการวาง
|
rules.placerangecheck = ตรวจสอบระยะห่างการวาง
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = ทีมศัตรูมีทรัพยากรไม่จำกัด
|
rules.enemyCheat = ทีมศัตรูมีทรัพยากรไม่จำกัด
|
||||||
rules.blockhealthmultiplier = พหุคูณพลังชีวิตของบล็อก
|
rules.blockhealthmultiplier = พหุคูณพลังชีวิตของบล็อก
|
||||||
rules.blockdamagemultiplier = พหุคูณดาเมจของบล็อก
|
rules.blockdamagemultiplier = พหุคูณดาเมจของบล็อก
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = พหุคูณพลังชีวิตขอ
|
|||||||
rules.unitdamagemultiplier = พหุคูณพลังโจมตีของยูนิต
|
rules.unitdamagemultiplier = พหุคูณพลังโจมตีของยูนิต
|
||||||
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
||||||
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
||||||
rules.unitpayloadsexplode = สิ่งบรรทุกระเบิดไปพร้อมกับยูนิต
|
rules.unitpayloadsexplode = สิ่งบรรทุกระเบิดไปพร้อมกับยูนิต
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = ชื่อผู้เล่นของฝั่งไ
|
|||||||
lglobal.@clientTeam = ID ของทีมของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
|
lglobal.@clientTeam = ID ของทีมของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
|
||||||
lglobal.@clientMobile = เป็นจริงหากฝั่งไคลเอนต์ที่กำลังรันคำสั่งบนอุปกรณ์มือถือ นอกนั้นจะเป็นเท็จ
|
lglobal.@clientMobile = เป็นจริงหากฝั่งไคลเอนต์ที่กำลังรันคำสั่งบนอุปกรณ์มือถือ นอกนั้นจะเป็นเท็จ
|
||||||
|
|
||||||
logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่
|
|
||||||
|
|
||||||
lenum.type = ชนิดของสิ่งก่อสร้าง/ยูนิต\nอย่างเช่น เร้าเตอร์ทุกตัวจะส่งกลับว่า [accent]@router[]\nไม่ใช่ค่าสตริง
|
lenum.type = ชนิดของสิ่งก่อสร้าง/ยูนิต\nอย่างเช่น เร้าเตอร์ทุกตัวจะส่งกลับว่า [accent]@router[]\nไม่ใช่ค่าสตริง
|
||||||
lenum.shoot = ยิงไปที่ตำแหน่งเป้าหมาย
|
lenum.shoot = ยิงไปที่ตำแหน่งเป้าหมาย
|
||||||
lenum.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
|
lenum.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Cekirdek Saldiri altinda! >
|
|||||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||||
database = Core Database
|
database = Core Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Oyunu kaydet
|
savegame = Oyunu kaydet
|
||||||
loadgame = Devam et
|
loadgame = Devam et
|
||||||
joingame = Oyuna katil
|
joingame = Oyuna katil
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Firca
|
editor.brush = Firca
|
||||||
editor.openin = Editorde ac
|
editor.openin = Editorde ac
|
||||||
editor.oregen = Maden Yaratilma hizi
|
editor.oregen = Maden Yaratilma hizi
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Rules:
|
|||||||
editor.generation = Generation:
|
editor.generation = Generation:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Guc kapasitesi
|
stat.powercapacity = Guc kapasitesi
|
||||||
stat.powershot = Guc/Saldiri hizi
|
stat.powershot = Guc/Saldiri hizi
|
||||||
stat.damage = Damage
|
stat.damage = Damage
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Havayi hedef alir mi?
|
stat.targetsair = Havayi hedef alir mi?
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Yeniden doldurma
|
|||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Guc
|
category.power = Guc
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite AI Resources
|
rules.enemyCheat = Infinite AI Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Merkez saldırı altında! >
|
|||||||
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi
|
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi
|
||||||
database = Merkez Veritabanı
|
database = Merkez Veritabanı
|
||||||
database.button = Veritabanı
|
database.button = Veritabanı
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Oyunu Kaydet
|
savegame = Oyunu Kaydet
|
||||||
loadgame = Oyunu Yükle
|
loadgame = Oyunu Yükle
|
||||||
joingame = Oyuna Katıl
|
joingame = Oyuna Katıl
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Bunu yayınlamak istediğinize emin misiniz?\n[lightgray]önce
|
|||||||
publish.error = Nesneyi yayımlarken hata oluştu: {0}
|
publish.error = Nesneyi yayımlarken hata oluştu: {0}
|
||||||
steam.error = Steam hatası.\nHata kodu: {0}
|
steam.error = Steam hatası.\nHata kodu: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Gezegen:
|
editor.planet = Gezegen:
|
||||||
editor.sector = Sektör:
|
editor.sector = Sektör:
|
||||||
editor.seed = Tohum:
|
editor.seed = Tohum:
|
||||||
editor.cliffs = Duvardan Kayalığa
|
|
||||||
editor.brush = Fırça
|
editor.brush = Fırça
|
||||||
editor.openin = Düzenleyici'de Aç
|
editor.openin = Düzenleyici'de Aç
|
||||||
editor.oregen = Maden Oluşumu
|
editor.oregen = Maden Oluşumu
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Kurallar:
|
|||||||
editor.generation = Oluşum:
|
editor.generation = Oluşum:
|
||||||
editor.objectives = Görevler:
|
editor.objectives = Görevler:
|
||||||
editor.locales = Dil Paketleri
|
editor.locales = Dil Paketleri
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Evrensel İşlemciler
|
editor.worldprocessors = Evrensel İşlemciler
|
||||||
editor.worldprocessors.editname = Adı Düzenle
|
editor.worldprocessors.editname = Adı Düzenle
|
||||||
editor.worldprocessors.none = [lightgray]Evrensel İşlemci bloğu bulunamadı!\nHarita düzenleyicisinden ekleyin veya aşağıdaki \ue813 Ekle butonunu kullanın.
|
editor.worldprocessors.none = [lightgray]Evrensel İşlemci bloğu bulunamadı!\nHarita düzenleyicisinden ekleyin veya aşağıdaki \ue813 Ekle butonunu kullanın.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Tebrikler!.\n\n{0} üzerinde bulunan düşman bozgun
|
|||||||
sectorlist = Sektörler
|
sectorlist = Sektörler
|
||||||
sectorlist.attacked = {0} saldırı altında
|
sectorlist.attacked = {0} saldırı altında
|
||||||
sectors.unexplored = [lightgray]Keşfedilmemiş
|
sectors.unexplored = [lightgray]Keşfedilmemiş
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Kaynaklar:
|
sectors.resources = Kaynaklar:
|
||||||
sectors.production = Üretim:
|
sectors.production = Üretim:
|
||||||
sectors.export = İhracat:
|
sectors.export = İhracat:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Dalga:
|
|||||||
sectors.stored = Depolanan:
|
sectors.stored = Depolanan:
|
||||||
sectors.resume = Devam Et
|
sectors.resume = Devam Et
|
||||||
sectors.launch = Fırlat
|
sectors.launch = Fırlat
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Seç
|
sectors.select = Seç
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Sektörü Yeniden Adlandır
|
|||||||
sectors.enemybase = [scarlet]Düşman Üs
|
sectors.enemybase = [scarlet]Düşman Üs
|
||||||
sectors.vulnerable = [scarlet]Dayanıksız
|
sectors.vulnerable = [scarlet]Dayanıksız
|
||||||
sectors.underattack = [scarlet]Saldırı Altında! [accent]{0}% hasarlı
|
sectors.underattack = [scarlet]Saldırı Altında! [accent]{0}% hasarlı
|
||||||
sectors.underattack.nodamage = [scarlet]Elegeçirilmemeiş
|
|
||||||
sectors.survives = [accent]{0} Dalgaya dayanabilir!
|
|
||||||
sectors.go = Git
|
sectors.go = Git
|
||||||
sector.abandon = Terk Et
|
sector.abandon = Terk Et
|
||||||
sector.abandon.confirm = Bu sektörün merkezi kendini imha edecek.\nDevam Et?
|
sector.abandon.confirm = Bu sektörün merkezi kendini imha edecek.\nDevam Et?
|
||||||
sector.curcapture = Sektör Elegeçirildi
|
sector.curcapture = Sektör Elegeçirildi
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektör Kaybedildi
|
sector.curlost = Sektör Kaybedildi
|
||||||
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
||||||
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Deniz Limanı
|
|||||||
sector.weatheredChannels.name = Erezyonlu Kanallar
|
sector.weatheredChannels.name = Erezyonlu Kanallar
|
||||||
sector.mycelialBastion.name = Mantar Kale
|
sector.mycelialBastion.name = Mantar Kale
|
||||||
sector.frontier.name = Öncü Üs
|
sector.frontier.name = Öncü Üs
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Crux Düzlüğü
|
sector.cruxscape.name = Crux Düzlüğü
|
||||||
sector.geothermalStronghold.name = Jeotermal Sığınağı
|
sector.geothermalStronghold.name = Jeotermal Sığınağı
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Zıtlıklar
|
|||||||
stat.powercapacity = Enerji Kapasitesi
|
stat.powercapacity = Enerji Kapasitesi
|
||||||
stat.powershot = Enerji/Atış
|
stat.powershot = Enerji/Atış
|
||||||
stat.damage = Hasar
|
stat.damage = Hasar
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Havayı Hedefler Mi
|
stat.targetsair = Havayı Hedefler Mi
|
||||||
stat.targetsground = Yeri Hedefler Mi
|
stat.targetsground = Yeri Hedefler Mi
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Hareket Hızı
|
stat.itemsmoved = Hareket Hızı
|
||||||
stat.launchtime = Fırlatmalar Arasındaki Süre
|
stat.launchtime = Fırlatmalar Arasındaki Süre
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Atışlar/Sn
|
|||||||
stat.ammo = Mermi
|
stat.ammo = Mermi
|
||||||
stat.shieldhealth = Kalkan Canı
|
stat.shieldhealth = Kalkan Canı
|
||||||
stat.cooldowntime = Soğuma Süresi
|
stat.cooldowntime = Soğuma Süresi
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Patlayıcılık
|
stat.explosiveness = Patlayıcılık
|
||||||
stat.basedeflectchance = Mermi Sekme İhtimali
|
stat.basedeflectchance = Mermi Sekme İhtimali
|
||||||
stat.lightningchance = Yıldırım Çarpma İhtimali
|
stat.lightningchance = Yıldırım Çarpma İhtimali
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] can/sn
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] kalkan
|
ability.stat.shield = [stat]{0}[lightgray] kalkan
|
||||||
ability.stat.repairspeed = [stat]{0}/sn[lightgray] tamir hızı
|
ability.stat.repairspeed = [stat]{0}/sn[lightgray] tamir hızı
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] can/sıvı miktarı
|
ability.stat.slurpheal = [stat]{0}[lightgray] can/sıvı miktarı
|
||||||
ability.stat.cooldown = [stat]{0} sn[lightgray] bekleme süresi
|
ability.stat.cooldown = [stat]{0} sn[lightgray] bekleme süresi
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] maks hedef
|
ability.stat.maxtargets = [stat]{0}[lightgray] maks hedef
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Fırlatış Bekleme Süresi
|
|||||||
bar.input = Girdi
|
bar.input = Girdi
|
||||||
bar.output = Çıktı
|
bar.output = Çıktı
|
||||||
bar.strength = [stat]{0}[lightgray]x Güç
|
bar.strength = [stat]{0}[lightgray]x Güç
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = m
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = atış
|
unit.shots = atış
|
||||||
unit.pershot = /vuruş
|
unit.pershot = /vuruş
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Açıklama
|
category.purpose = Açıklama
|
||||||
category.general = Genel
|
category.general = Genel
|
||||||
category.power = Enerji
|
category.power = Enerji
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = İnşaatçı YZ sınıfı
|
|||||||
rules.rtsai = RTS YZ
|
rules.rtsai = RTS YZ
|
||||||
rules.rtsai.campaign = RTS Saldırı YZ
|
rules.rtsai.campaign = RTS Saldırı YZ
|
||||||
rules.rtsai.campaign.info = Saldırı Haritalarında, yapay zekayı daha 'zeki' yapar.
|
rules.rtsai.campaign.info = Saldırı Haritalarında, yapay zekayı daha 'zeki' yapar.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Asgari Gurup Boyutu
|
rules.rtsminsquadsize = Asgari Gurup Boyutu
|
||||||
rules.rtsmaxsquadsize = Azami Gurup Boyutu
|
rules.rtsmaxsquadsize = Azami Gurup Boyutu
|
||||||
rules.rtsminattackweight = Asgari Saldırı Boyutu
|
rules.rtsminattackweight = Asgari Saldırı Boyutu
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Kaybeden Takımın Bloklarını Temizle (PvP)
|
|||||||
rules.corecapture = Yıkımda Çekirdeği Elegeçir
|
rules.corecapture = Yıkımda Çekirdeği Elegeçir
|
||||||
rules.polygoncoreprotection = Çokgenli Merkez Koruması
|
rules.polygoncoreprotection = Çokgenli Merkez Koruması
|
||||||
rules.placerangecheck = İnşa Menzilini Doğrula
|
rules.placerangecheck = İnşa Menzilini Doğrula
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Sınırsız YZ (Düşman Takım) Kaynakları
|
rules.enemyCheat = Sınırsız YZ (Düşman Takım) Kaynakları
|
||||||
rules.blockhealthmultiplier = Blok Can Çarpanı
|
rules.blockhealthmultiplier = Blok Can Çarpanı
|
||||||
rules.blockdamagemultiplier = Blok Hasar Çarpanı
|
rules.blockdamagemultiplier = Blok Hasar Çarpanı
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Birim Can Çarpanı
|
|||||||
rules.unitdamagemultiplier = Birim Hasar Çapanı
|
rules.unitdamagemultiplier = Birim Hasar Çapanı
|
||||||
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
||||||
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Oyunu çalıştıran oyuncunun ismi
|
|||||||
lglobal.@clientTeam = Oyunu çalıştıran oyuncunun takım kimliği
|
lglobal.@clientTeam = Oyunu çalıştıran oyuncunun takım kimliği
|
||||||
lglobal.@clientMobile = Oyuncu mobildeyse Doğru, değil ise Yanlış geri dönüt
|
lglobal.@clientMobile = Oyuncu mobildeyse Doğru, değil ise Yanlış geri dönüt
|
||||||
|
|
||||||
logic.nounitbuild = [red]Birim İnşası Yasak!
|
|
||||||
|
|
||||||
lenum.type = Bir bina/birim türü.\nörnek: [accent]@router[].
|
lenum.type = Bir bina/birim türü.\nörnek: [accent]@router[].
|
||||||
lenum.shoot = Bir konuma ateş et.
|
lenum.shoot = Bir konuma ateş et.
|
||||||
lenum.shootp = Belli bir birim veya binaya ateş et.
|
lenum.shootp = Belli bir birim veya binaya ateş et.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ядро перебуває під атакою! >
|
|||||||
nearpoint = [[ [scarlet]ЗАЛИШТЕ ЗОНУ ВИСАДКИ НЕГАЙНО[] ]\nанігіляція неминуча
|
nearpoint = [[ [scarlet]ЗАЛИШТЕ ЗОНУ ВИСАДКИ НЕГАЙНО[] ]\nанігіляція неминуча
|
||||||
database = База даних ядра
|
database = База даних ядра
|
||||||
database.button = База даних
|
database.button = База даних
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Зберегти гру
|
savegame = Зберегти гру
|
||||||
loadgame = Завантажити гру
|
loadgame = Завантажити гру
|
||||||
joingame = Багатоосібна гра
|
joingame = Багатоосібна гра
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Ви дійсно хочете опублікувати це?\
|
|||||||
publish.error = Виникла помилка під час публікації предмета: {0}
|
publish.error = Виникла помилка під час публікації предмета: {0}
|
||||||
steam.error = Не вдалося ініціалізувати сервіси Steam.\nПомилка: {0}
|
steam.error = Не вдалося ініціалізувати сервіси Steam.\nПомилка: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектор:
|
editor.sector = Сектор:
|
||||||
editor.seed = Зерно:
|
editor.seed = Зерно:
|
||||||
editor.cliffs = Стіни в скелі
|
|
||||||
editor.brush = Пензель
|
editor.brush = Пензель
|
||||||
editor.openin = Відкрити в редакторі
|
editor.openin = Відкрити в редакторі
|
||||||
editor.oregen = Генерація руд
|
editor.oregen = Генерація руд
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Правила
|
|||||||
editor.generation = Генерація
|
editor.generation = Генерація
|
||||||
editor.objectives = Завдання
|
editor.objectives = Завдання
|
||||||
editor.locales = Мовні пакети
|
editor.locales = Мовні пакети
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Світові процесори
|
editor.worldprocessors = Світові процесори
|
||||||
editor.worldprocessors.editname = Редагувати назву
|
editor.worldprocessors.editname = Редагувати назву
|
||||||
editor.worldprocessors.none = [lightgray]Блоки світового процесора не знайдено!\nДодайте його у редакторі мапи або скористайтеся кнопкою \ue813 «Додати» нижче.
|
editor.worldprocessors.none = [lightgray]Блоки світового процесора не знайдено!\nДодайте його у редакторі мапи або скористайтеся кнопкою \ue813 «Додати» нижче.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Вітаємо.\n\nВорога на {0} розгр
|
|||||||
sectorlist = Сектори
|
sectorlist = Сектори
|
||||||
sectorlist.attacked = {0} під атакою
|
sectorlist.attacked = {0} під атакою
|
||||||
sectors.unexplored = [lightgray]Не досліджено
|
sectors.unexplored = [lightgray]Не досліджено
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ресурси:
|
sectors.resources = Ресурси:
|
||||||
sectors.production = Виробництво:
|
sectors.production = Виробництво:
|
||||||
sectors.export = Експортування:
|
sectors.export = Експортування:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Хвиля:
|
|||||||
sectors.stored = Зберігає:
|
sectors.stored = Зберігає:
|
||||||
sectors.resume = Продовжити
|
sectors.resume = Продовжити
|
||||||
sectors.launch = Запустити
|
sectors.launch = Запустити
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Вибрати
|
sectors.select = Вибрати
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = Перейменування сектору
|
|||||||
sectors.enemybase = [scarlet]Ворожа база
|
sectors.enemybase = [scarlet]Ворожа база
|
||||||
sectors.vulnerable = [scarlet]Уразливий
|
sectors.vulnerable = [scarlet]Уразливий
|
||||||
sectors.underattack = [scarlet]Атаковано! [accent]{0}% пошкоджено
|
sectors.underattack = [scarlet]Атаковано! [accent]{0}% пошкоджено
|
||||||
sectors.underattack.nodamage = [scarlet]Не захоплено
|
|
||||||
sectors.survives = [accent]Протримайтеся {0} хвиль
|
|
||||||
sectors.go = Перейти
|
sectors.go = Перейти
|
||||||
sector.abandon = Покинути
|
sector.abandon = Покинути
|
||||||
sector.abandon.confirm = Усі ядра в цьому секторі самознищаться.\nПродовжити?
|
sector.abandon.confirm = Усі ядра в цьому секторі самознищаться.\nПродовжити?
|
||||||
sector.curcapture = Сектор захоплено
|
sector.curcapture = Сектор захоплено
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Сектор втрачено
|
sector.curlost = Сектор втрачено
|
||||||
sector.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
sector.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
||||||
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Ворог створив базу на ві
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Зменшення ефективності
|
|||||||
stat.powercapacity = Місткість енергії
|
stat.powercapacity = Місткість енергії
|
||||||
stat.powershot = Енергія за постріл
|
stat.powershot = Енергія за постріл
|
||||||
stat.damage = Шкода
|
stat.damage = Шкода
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Повітряні противники
|
stat.targetsair = Повітряні противники
|
||||||
stat.targetsground = Наземні противники
|
stat.targetsground = Наземні противники
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Швидкість переміщення
|
stat.itemsmoved = Швидкість переміщення
|
||||||
stat.launchtime = Час між запусками
|
stat.launchtime = Час між запусками
|
||||||
stat.shootrange = Радіус дії
|
stat.shootrange = Радіус дії
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Скорострільність
|
|||||||
stat.ammo = Боєприпаси
|
stat.ammo = Боєприпаси
|
||||||
stat.shieldhealth = Міцність щита
|
stat.shieldhealth = Міцність щита
|
||||||
stat.cooldowntime = Тривалість охолодження
|
stat.cooldowntime = Тривалість охолодження
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Вибухонебезпечність
|
stat.explosiveness = Вибухонебезпечність
|
||||||
stat.basedeflectchance = Базовий шанс відбиття
|
stat.basedeflectchance = Базовий шанс відбиття
|
||||||
stat.lightningchance = Шанс удару блискавки
|
stat.lightningchance = Шанс удару блискавки
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = Відновлення здоров'я: [stat]{0} за се
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [lightgray]Щит: [stat]{0}
|
ability.stat.shield = [lightgray]Щит: [stat]{0}
|
||||||
ability.stat.repairspeed = [lightgray]Швидкість відновлення: [stat]{0} за сек.
|
ability.stat.repairspeed = [lightgray]Швидкість відновлення: [stat]{0} за сек.
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [lightgray]Здоров'я за одиницю рідини: [stat]{0}
|
ability.stat.slurpheal = [lightgray]Здоров'я за одиницю рідини: [stat]{0}
|
||||||
ability.stat.cooldown = [lightgray]Перезаряджання: [stat]{0} за сек.
|
ability.stat.cooldown = [lightgray]Перезаряджання: [stat]{0} за сек.
|
||||||
ability.stat.maxtargets = [lightgray]Максимум цілей: [white]{0}
|
ability.stat.maxtargets = [lightgray]Максимум цілей: [white]{0}
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Перезарядка запуску
|
|||||||
bar.input = Ввід
|
bar.input = Ввід
|
||||||
bar.output = Вивід
|
bar.output = Вивід
|
||||||
bar.strength = x[stat]{0}[lightgray] сила
|
bar.strength = x[stat]{0}[lightgray] сила
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Керується процесором
|
units.processorcontrol = [lightgray]Керується процесором
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = млн
|
|||||||
unit.billions = млрд
|
unit.billions = млрд
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = за постріл
|
unit.pershot = за постріл
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Призначення
|
category.purpose = Призначення
|
||||||
category.general = Загальне
|
category.general = Загальне
|
||||||
category.power = Енергія
|
category.power = Енергія
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Рівень ШІ-будівельника
|
|||||||
rules.rtsai = ШІ зі стратегій реального часу
|
rules.rtsai = ШІ зі стратегій реального часу
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Мінімальний розмір загону
|
rules.rtsminsquadsize = Мінімальний розмір загону
|
||||||
rules.rtsmaxsquadsize = Максимальний розмір загону
|
rules.rtsmaxsquadsize = Максимальний розмір загону
|
||||||
rules.rtsminattackweight = Мінімальна ударна вага
|
rules.rtsminattackweight = Мінімальна ударна вага
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Очистити будівлі переможеної
|
|||||||
rules.corecapture = Захоплення ядра після знищення
|
rules.corecapture = Захоплення ядра після знищення
|
||||||
rules.polygoncoreprotection = Полігональний захист ядер
|
rules.polygoncoreprotection = Полігональний захист ядер
|
||||||
rules.placerangecheck = Перевірка діапазону розміщення
|
rules.placerangecheck = Перевірка діапазону розміщення
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Нескінченні ресурси для червоної команди ШІ
|
rules.enemyCheat = Нескінченні ресурси для червоної команди ШІ
|
||||||
rules.blockhealthmultiplier = Множник здоров’я блоків
|
rules.blockhealthmultiplier = Множник здоров’я блоків
|
||||||
rules.blockdamagemultiplier = Множник шкоди блоків
|
rules.blockdamagemultiplier = Множник шкоди блоків
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Множник здоров’я бойових о
|
|||||||
rules.unitdamagemultiplier = Множник шкоди бойових одиниць
|
rules.unitdamagemultiplier = Множник шкоди бойових одиниць
|
||||||
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Множник сонячної енергії
|
rules.solarmultiplier = Множник сонячної енергії
|
||||||
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Ім'я гравця клієнта, на якому за
|
|||||||
lglobal.@clientTeam = Ідентифікатор команди клієнта, що запускає код
|
lglobal.@clientTeam = Ідентифікатор команди клієнта, що запускає код
|
||||||
lglobal.@clientMobile = Істина, якщо клієнт, на якому виконується код, є мобільним, інакше хиба
|
lglobal.@clientMobile = Істина, якщо клієнт, на якому виконується код, є мобільним, інакше хиба
|
||||||
|
|
||||||
logic.nounitbuild = [red]Будування за допомогою процесорів заборонено.
|
|
||||||
|
|
||||||
lenum.type = Тип будівлі чи одиниці.\nНаприклад, для будь-якого маршрутизатора (англ. router), функція вертатиме [accent]@router[].\nНе є рядком.
|
lenum.type = Тип будівлі чи одиниці.\nНаприклад, для будь-якого маршрутизатора (англ. router), функція вертатиме [accent]@router[].\nНе є рядком.
|
||||||
lenum.shoot = Стріляти в зазначену позицію.
|
lenum.shoot = Стріляти в зазначену позицію.
|
||||||
lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості.
|
lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Lõi đang bị tấn công! >
|
|||||||
nearpoint = [[ [scarlet]RỜI KHỎI ĐIỂM ĐÁP NGAY LẬP TỨC[] ]\nsự hủy diệt sắp xảy ra
|
nearpoint = [[ [scarlet]RỜI KHỎI ĐIỂM ĐÁP NGAY LẬP TỨC[] ]\nsự hủy diệt sắp xảy ra
|
||||||
database = Cơ sở dữ liệu cốt lõi
|
database = Cơ sở dữ liệu cốt lõi
|
||||||
database.button = Cơ sở dữ liệu
|
database.button = Cơ sở dữ liệu
|
||||||
|
viewfields = Xem Các Trường Nội Dung
|
||||||
savegame = Lưu trò chơi
|
savegame = Lưu trò chơi
|
||||||
loadgame = Tải lại màn chơi
|
loadgame = Tải lại màn chơi
|
||||||
joingame = Tham gia trò chơi
|
joingame = Tham gia trò chơi
|
||||||
@@ -351,9 +352,9 @@ save.wave = Đợt {0}
|
|||||||
save.mode = Chế độ chơi: {0}
|
save.mode = Chế độ chơi: {0}
|
||||||
save.date = Lưu lần cuối: {0}
|
save.date = Lưu lần cuối: {0}
|
||||||
save.playtime = Thời gian chơi: {0}
|
save.playtime = Thời gian chơi: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = Không hiện lại
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = Cảnh Báo Lỗi Thời Cho 32-bit
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = Bạn đang dùng một phiên bản [red]32-bit[] của Mindustry.\nTheo phiên bản mới của Java đã từ bỏ hỗ trợ Windows 32-bit, [red]hỗ trợ 32-bit sẽ bị ngừng trong tương lai[].\n\nVui lòng nâng cấp lên máy 64-bit, và chắc rằng bạn đã tải phiên bản 64-bit của Mindustry.\n\nNếu bạn đang chơi Mindustry dạng tập tin JAR, chắc rằng bạn dùng bản Java 64-bit.
|
||||||
warning = Cảnh báo.
|
warning = Cảnh báo.
|
||||||
confirm = Xác nhận
|
confirm = Xác nhận
|
||||||
delete = Xóa
|
delete = Xóa
|
||||||
@@ -376,14 +377,14 @@ command.loadUnits = Nhận Đơn vị
|
|||||||
command.loadBlocks = Nhận Khối công trình
|
command.loadBlocks = Nhận Khối công trình
|
||||||
command.unloadPayload = Dỡ Khối hàng
|
command.unloadPayload = Dỡ Khối hàng
|
||||||
command.loopPayload = Lặp vận chuyển đơn vị
|
command.loopPayload = Lặp vận chuyển đơn vị
|
||||||
stance.stop = Hủy Mệnh lệnh
|
stance.stop = Hủy Mệnh Lệnh
|
||||||
stance.shoot = Tư thế: Bắn
|
stance.shoot = Thế Trận: Bắn
|
||||||
stance.holdfire = Tư thế: Ngừng bắn
|
stance.holdfire = Thế Trận: Ngừng Bắn
|
||||||
stance.pursuetarget = Tư thế: Bám đuổi Mục tiêu
|
stance.pursuetarget = Thế Trận: Bám Đuổi Mục Tiêu
|
||||||
stance.patrol = Tư thế: Đường tuần tra
|
stance.patrol = Thế Trận: Đường Tuần Tra
|
||||||
stance.ram = Tư thế: Tông thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
stance.ram = Thế Trận: Tông Thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
||||||
stance.mineauto = Khai thác tự động
|
stance.mineauto = Tự Động Khai Khoáng
|
||||||
stance.mine = Vật phẩm khai thác: {0}
|
stance.mine = Vật Phẩm Khai Khoáng: {0}
|
||||||
openlink = Mở liên kết
|
openlink = Mở liên kết
|
||||||
copylink = Sao chép liên kết
|
copylink = Sao chép liên kết
|
||||||
back = Quay lại
|
back = Quay lại
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = Bạn có chắc chắn muốn xuất bản không?\n\n[lightg
|
|||||||
publish.error = Lỗi khi xuất bản mục: {0}
|
publish.error = Lỗi khi xuất bản mục: {0}
|
||||||
steam.error = Không thể khởi chạy dịch vụ Steam.\nLỗi: {0}
|
steam.error = Không thể khởi chạy dịch vụ Steam.\nLỗi: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Hiện Khối
|
||||||
|
editor.showterrain = Hiện Địa Hình
|
||||||
|
editor.showfloor = Hiện Nền
|
||||||
editor.planet = Hành tinh:
|
editor.planet = Hành tinh:
|
||||||
editor.sector = Phân khu:
|
editor.sector = Phân khu:
|
||||||
editor.seed = Mầm:
|
editor.seed = Mầm:
|
||||||
editor.cliffs = Chuyển tường thành vách đá
|
|
||||||
editor.brush = Cỡ cọ
|
editor.brush = Cỡ cọ
|
||||||
editor.openin = Mở trong trình chỉnh sửa
|
editor.openin = Mở trong trình chỉnh sửa
|
||||||
editor.oregen = Tạo quặng
|
editor.oregen = Tạo quặng
|
||||||
@@ -465,6 +468,14 @@ editor.rules = Quy tắc
|
|||||||
editor.generation = Tạo ra
|
editor.generation = Tạo ra
|
||||||
editor.objectives = Mục tiêu nhiệm vụ
|
editor.objectives = Mục tiêu nhiệm vụ
|
||||||
editor.locales = Gói ngôn ngữ
|
editor.locales = Gói ngôn ngữ
|
||||||
|
editor.patches.guide = Hướng Dẫn Bản Vá
|
||||||
|
editor.patches = Bản Vá Dữ Liệu
|
||||||
|
editor.patch = Bộ vá: {0}
|
||||||
|
editor.patches.none = [lightgray]Không có bản vá nào được nạp.
|
||||||
|
editor.patches.errors = Lỗi Bộ Vá
|
||||||
|
editor.patches.importerror = Nhập bộ vá thất bại
|
||||||
|
editor.patches.delete.confirm = Bạn có chắc chắn muốn xóa bộ vá này không?
|
||||||
|
editor.patch.fields = {0} trường
|
||||||
editor.worldprocessors = Các bộ xử lý thế giới
|
editor.worldprocessors = Các bộ xử lý thế giới
|
||||||
editor.worldprocessors.editname = Sửa tên
|
editor.worldprocessors.editname = Sửa tên
|
||||||
editor.worldprocessors.none = [lightgray]không tìm thấy khối bộ xử lý thế giới nào!\nThêm một bộ trong trình chỉnh sửa bản đồ, hoặc dùng nút \ue813 Thêm ở dưới.
|
editor.worldprocessors.none = [lightgray]không tìm thấy khối bộ xử lý thế giới nào!\nThêm một bộ trong trình chỉnh sửa bản đồ, hoặc dùng nút \ue813 Thêm ở dưới.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Chúc mừng.\n\nKẻ địch trên {0} đã bị đ
|
|||||||
sectorlist = Phân khu
|
sectorlist = Phân khu
|
||||||
sectorlist.attacked = {0} đang bị tấn công
|
sectorlist.attacked = {0} đang bị tấn công
|
||||||
sectors.unexplored = [lightgray]Chưa được khám phá
|
sectors.unexplored = [lightgray]Chưa được khám phá
|
||||||
|
sectors.attempts = Số lần tham chiến:
|
||||||
sectors.resources = Tài nguyên:
|
sectors.resources = Tài nguyên:
|
||||||
sectors.production = Sản lượng:
|
sectors.production = Sản lượng:
|
||||||
sectors.export = Xuất:
|
sectors.export = Xuất:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = Đợt:
|
|||||||
sectors.stored = Lưu trữ:
|
sectors.stored = Lưu trữ:
|
||||||
sectors.resume = Tiếp tục
|
sectors.resume = Tiếp tục
|
||||||
sectors.launch = Phóng
|
sectors.launch = Phóng
|
||||||
|
sectors.nolaunchcandidate = Phân Khu Không Phóng
|
||||||
sectors.viewsubmission = \ue80d Xem Bản đệ trình
|
sectors.viewsubmission = \ue80d Xem Bản đệ trình
|
||||||
sectors.select = Chọn
|
sectors.select = Chọn
|
||||||
sectors.launchselect = Chọn đích phóng
|
sectors.launchselect = Chọn đích phóng
|
||||||
@@ -807,13 +820,12 @@ sectors.redirect = Chuyển hướng bệ phóng
|
|||||||
sectors.rename = Đổi tên phân khu
|
sectors.rename = Đổi tên phân khu
|
||||||
sectors.enemybase = [scarlet]Căn cứ địch
|
sectors.enemybase = [scarlet]Căn cứ địch
|
||||||
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
||||||
sectors.underattack = [scarlet]Đang bị tấn công! [accent]{0}% tổn thất
|
sectors.underattack = [scarlet]Đang bị tấn công!
|
||||||
sectors.underattack.nodamage = [scarlet]Chưa được chiếm
|
|
||||||
sectors.survives = [accent]Vượt qua {0} đợt
|
|
||||||
sectors.go = Đi
|
sectors.go = Đi
|
||||||
sector.abandon = Rời bỏ
|
sector.abandon = Rời bỏ
|
||||||
sector.abandon.confirm = Những lõi ở đây sẽ tự huỷ.\nTiếp tục chứ?
|
sector.abandon.confirm = Những lõi ở đây sẽ tự huỷ.\nTiếp tục chứ?
|
||||||
sector.curcapture = Phân khu đã được chiếm
|
sector.curcapture = Phân khu đã được chiếm
|
||||||
|
sector.lockdown = [red]:warning:[accent] Phân khu hiện đang bị tấn công\n[lightgray]sản xuất, nghiên cứu, xuất và nhập bị vô hiệu
|
||||||
sector.curlost = Phân khu đã bị mất
|
sector.curlost = Phân khu đã bị mất
|
||||||
sector.missingresources = [scarlet]Không đủ tài nguyên lõi
|
sector.missingresources = [scarlet]Không đủ tài nguyên lõi
|
||||||
sector.attacked = Phân khu [accent]{0}[white] đang bị tấn công!
|
sector.attacked = Phân khu [accent]{0}[white] đang bị tấn công!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = Kẻ địch đã thiết lập một căn c
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -954,7 +968,7 @@ status.freezing.name = Đóng băng
|
|||||||
status.wet.name = Ẩm ướt
|
status.wet.name = Ẩm ướt
|
||||||
status.muddy.name = Sa lầy
|
status.muddy.name = Sa lầy
|
||||||
status.melting.name = Tan chảy
|
status.melting.name = Tan chảy
|
||||||
status.sapped.name = Ăn mòn
|
status.sapped.name = Suy yếu
|
||||||
status.electrified.name = Nhiễm điện
|
status.electrified.name = Nhiễm điện
|
||||||
status.spore-slowed.name = Nhiễm bào tử chậm
|
status.spore-slowed.name = Nhiễm bào tử chậm
|
||||||
status.tarred.name = Nhiễm dầu
|
status.tarred.name = Nhiễm dầu
|
||||||
@@ -962,7 +976,7 @@ status.overdrive.name = Tăng tốc
|
|||||||
status.overclock.name = Ép xung
|
status.overclock.name = Ép xung
|
||||||
status.shocked.name = Sốc
|
status.shocked.name = Sốc
|
||||||
status.blasted.name = Nổ
|
status.blasted.name = Nổ
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = Ăn mòn
|
||||||
status.unmoving.name = Bất động
|
status.unmoving.name = Bất động
|
||||||
status.boss.name = Trùm
|
status.boss.name = Trùm
|
||||||
|
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = Đối nghịch
|
|||||||
stat.powercapacity = Dung lượng điện
|
stat.powercapacity = Dung lượng điện
|
||||||
stat.powershot = Năng lượng/Phát bắn
|
stat.powershot = Năng lượng/Phát bắn
|
||||||
stat.damage = Sát thương
|
stat.damage = Sát thương
|
||||||
|
stat.frequency = Tần suất
|
||||||
stat.targetsair = Mục tiêu trên không
|
stat.targetsair = Mục tiêu trên không
|
||||||
stat.targetsground = Mục tiêu mặt đất
|
stat.targetsground = Mục tiêu mặt đất
|
||||||
|
stat.crushdamage = Sát thương nghiền nát
|
||||||
|
stat.legsplashdamage = Sát Thương Lan Tỏa Từ Chân
|
||||||
|
stat.legsplashrange = Tầm Lan Tỏa Từ Chân
|
||||||
stat.itemsmoved = Tốc độ dịch chuyển
|
stat.itemsmoved = Tốc độ dịch chuyển
|
||||||
stat.launchtime = Thời gian giữa các lần phóng
|
stat.launchtime = Thời gian giữa các lần phóng
|
||||||
stat.shootrange = Phạm vi
|
stat.shootrange = Phạm vi
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = Tốc độ bắn
|
|||||||
stat.ammo = Đạn
|
stat.ammo = Đạn
|
||||||
stat.shieldhealth = Độ bền khiên
|
stat.shieldhealth = Độ bền khiên
|
||||||
stat.cooldowntime = Thời gian hồi phục
|
stat.cooldowntime = Thời gian hồi phục
|
||||||
|
stat.regenerationrate = Tốc Độ Hồi Phục
|
||||||
stat.explosiveness = Gây nổ
|
stat.explosiveness = Gây nổ
|
||||||
stat.basedeflectchance = Tỷ lệ phản đạn
|
stat.basedeflectchance = Tỷ lệ phản đạn
|
||||||
stat.lightningchance = Tỷ lệ phóng điện
|
stat.lightningchance = Tỷ lệ phóng điện
|
||||||
@@ -1096,7 +1115,7 @@ ability.movelightning.description = Giải phóng tia điện khi di chuyển
|
|||||||
ability.armorplate = Mảnh giáp
|
ability.armorplate = Mảnh giáp
|
||||||
ability.armorplate.description = Giảm sát thương gánh chịu trong khi bắn
|
ability.armorplate.description = Giảm sát thương gánh chịu trong khi bắn
|
||||||
ability.shieldarc = Khiên vòng cung
|
ability.shieldarc = Khiên vòng cung
|
||||||
ability.shieldarc.description = Phát một khiên trường lực vòng cung hấp thụ các loại đạn
|
ability.shieldarc.description = Phát một khiên trường lực vòng cung hấp thụ hoặc làm chệch hướng các loại đạn, tên lửa và đơn vị
|
||||||
ability.suppressionfield = Ngăn chặn sửa chữa
|
ability.suppressionfield = Ngăn chặn sửa chữa
|
||||||
ability.suppressionfield.description = Dừng các công trình sửa chữa gần đó
|
ability.suppressionfield.description = Dừng các công trình sửa chữa gần đó
|
||||||
ability.energyfield = Trường điện từ
|
ability.energyfield = Trường điện từ
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray] độ bền/giây
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
|
ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
|
||||||
ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
|
ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
|
||||||
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
|
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] cơ hội làm chệch hướng
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] độ bền/đơn vị chất lỏng
|
ability.stat.slurpheal = [stat]{0}[lightgray] độ bền/đơn vị chất lỏng
|
||||||
ability.stat.cooldown = [stat]{0} giây[lightgray] hồi phục
|
ability.stat.cooldown = [stat]{0} giây[lightgray] hồi phục
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] mục tiêu tối đa
|
ability.stat.maxtargets = [stat]{0}[lightgray] mục tiêu tối đa
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = Hồi phóng
|
|||||||
bar.input = Đầu vào
|
bar.input = Đầu vào
|
||||||
bar.output = Đầu ra
|
bar.output = Đầu ra
|
||||||
bar.strength = [stat]{0}[lightgray]x sức mạnh
|
bar.strength = [stat]{0}[lightgray]x sức mạnh
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] tốc độ hồi phục
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
|
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = tr
|
|||||||
unit.billions = tỷ
|
unit.billions = tỷ
|
||||||
unit.shots = phát bắn
|
unit.shots = phát bắn
|
||||||
unit.pershot = /phát bắn
|
unit.pershot = /phát bắn
|
||||||
|
unit.perleg = mỗi chân
|
||||||
category.purpose = Mục đích
|
category.purpose = Mục đích
|
||||||
category.general = Chung
|
category.general = Chung
|
||||||
category.power = Năng lượng
|
category.power = Năng lượng
|
||||||
@@ -1327,11 +1349,11 @@ keybind.command_queue.name = Lệnh tuần tự đơn vị
|
|||||||
keybind.create_control_group.name = Tạo nhóm điều khiển
|
keybind.create_control_group.name = Tạo nhóm điều khiển
|
||||||
keybind.cancel_orders.name = Hủy lệnh
|
keybind.cancel_orders.name = Hủy lệnh
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Tư thế đơn vị: Bắn
|
keybind.unit_stance_shoot.name = Thế Trận Đơn Vị: Bắn
|
||||||
keybind.unit_stance_hold_fire.name = Tư thế đơn vị: Ngừng bắn
|
keybind.unit_stance_hold_fire.name = Thế Trận Đơn Vị: Ngừng Bắn
|
||||||
keybind.unit_stance_pursue_target.name = Tư thế đơn vị: Bám đuổi mục tiêu
|
keybind.unit_stance_pursue_target.name = Thế Trận Đơn Vị: Bám Đuổi Mục Tiêu
|
||||||
keybind.unit_stance_patrol.name = Tư thế đơn vị: Tuần tra
|
keybind.unit_stance_patrol.name = Thế Trận Đơn Vị: Tuần Tra
|
||||||
keybind.unit_stance_ram.name = Tư thế đơn vị: Tông thẳng
|
keybind.unit_stance_ram.name = Thế Trận Đơn Vị: Tông Thẳng
|
||||||
|
|
||||||
keybind.unit_command_move.name = Mệnh lệnh đơn vị: Di chuyển
|
keybind.unit_command_move.name = Mệnh lệnh đơn vị: Di chuyển
|
||||||
keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa
|
keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = Cấp Độ AI Xây Dựng
|
|||||||
rules.rtsai = AI Chiến Thuật
|
rules.rtsai = AI Chiến Thuật
|
||||||
rules.rtsai.campaign = AI chiến thuật tấn công
|
rules.rtsai.campaign = AI chiến thuật tấn công
|
||||||
rules.rtsai.campaign.info = Trong bản đồ kiểu tấn công, làm các đơn vị tập hợp nhóm và tấn công căn cứ người chơi theo phương pháp thông minh hơn.
|
rules.rtsai.campaign.info = Trong bản đồ kiểu tấn công, làm các đơn vị tập hợp nhóm và tấn công căn cứ người chơi theo phương pháp thông minh hơn.
|
||||||
|
rules.clearsectoronloss = Dọn Sạch Phân Khu Khi Mất
|
||||||
|
rules.clearsectoronloss.info = Khi khu vực đó bị mất, các công trình của người chơi từ lần thử trước sẽ không được chuyển sang theo.
|
||||||
rules.rtsminsquadsize = Kích Thước Đội Hình Tối Thiểu
|
rules.rtsminsquadsize = Kích Thước Đội Hình Tối Thiểu
|
||||||
rules.rtsmaxsquadsize = Kích Thước Đội Hình Tối Đa
|
rules.rtsmaxsquadsize = Kích Thước Đội Hình Tối Đa
|
||||||
rules.rtsminattackweight = Sức Tấn Công Tối Thiểu
|
rules.rtsminattackweight = Sức Tấn Công Tối Thiểu
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = Dọn Sạch Công Trình Của Đội Bị Đánh Bạ
|
|||||||
rules.corecapture = Chiếm Lõi Khi Phá Hủy
|
rules.corecapture = Chiếm Lõi Khi Phá Hủy
|
||||||
rules.polygoncoreprotection = Bảo Vệ Lõi Kiểu Đa Giác
|
rules.polygoncoreprotection = Bảo Vệ Lõi Kiểu Đa Giác
|
||||||
rules.placerangecheck = Kiểm Tra Phạm Vi Xây Dựng
|
rules.placerangecheck = Kiểm Tra Phạm Vi Xây Dựng
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Tài Nguyên Kẻ Địch Vô Hạn
|
rules.enemyCheat = Tài Nguyên Kẻ Địch Vô Hạn
|
||||||
rules.blockhealthmultiplier = Hệ Số Độ Bền Khối
|
rules.blockhealthmultiplier = Hệ Số Độ Bền Khối
|
||||||
rules.blockdamagemultiplier = Hệ Số Sát Thương Của Khối
|
rules.blockdamagemultiplier = Hệ Số Sát Thương Của Khối
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = Hệ Số Độ Bền Của Đơn Vị
|
|||||||
rules.unitdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị
|
rules.unitdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị
|
||||||
rules.unitcrashdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị Khi Bị Bắn Rơi
|
rules.unitcrashdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị Khi Bị Bắn Rơi
|
||||||
rules.unitminespeedmultiplier = Hệ Số Tốc Độ Khai Khoáng Đơn Vị
|
rules.unitminespeedmultiplier = Hệ Số Tốc Độ Khai Khoáng Đơn Vị
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Hệ Số Năng Lượng Mặt Trời
|
rules.solarmultiplier = Hệ Số Năng Lượng Mặt Trời
|
||||||
rules.unitcapvariable = Lõi Tăng Giới Hạn Đơn Vị
|
rules.unitcapvariable = Lõi Tăng Giới Hạn Đơn Vị
|
||||||
rules.unitpayloadsexplode = Khối Hàng Mang Theo Phát Nổ Cùng Đơn Vị
|
rules.unitpayloadsexplode = Khối Hàng Mang Theo Phát Nổ Cùng Đơn Vị
|
||||||
@@ -1663,7 +1693,7 @@ block.snow.name = Tuyết
|
|||||||
block.crater-stone.name = Đá miệng núi lửa
|
block.crater-stone.name = Đá miệng núi lửa
|
||||||
block.sand-water.name = Nước cát
|
block.sand-water.name = Nước cát
|
||||||
block.darksand-water.name = Nước cát đen
|
block.darksand-water.name = Nước cát đen
|
||||||
block.char.name = Than
|
block.char.name = Đá cháy đen
|
||||||
block.dacite.name = Đá Dacit
|
block.dacite.name = Đá Dacit
|
||||||
block.rhyolite.name = Đá Ryolit
|
block.rhyolite.name = Đá Ryolit
|
||||||
block.dacite-wall.name = Tường Dacit
|
block.dacite-wall.name = Tường Dacit
|
||||||
@@ -1698,16 +1728,16 @@ block.metal-tiles-9.name = Nền kim loại 9
|
|||||||
block.metal-tiles-10.name = Nền kim loại 10
|
block.metal-tiles-10.name = Nền kim loại 10
|
||||||
block.metal-tiles-11.name = Nền kim loại 11
|
block.metal-tiles-11.name = Nền kim loại 11
|
||||||
block.metal-tiles-12.name = Nền kim loại 12
|
block.metal-tiles-12.name = Nền kim loại 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = Nền kim loại 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = Tường kim loại 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = Tường kim loại 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = Tường kim loại 3
|
||||||
block.colored-floor.name = Nền màu
|
block.colored-floor.name = Nền màu
|
||||||
block.colored-wall.name = Tường màu
|
block.colored-wall.name = Tường màu
|
||||||
block.character-overlay.name = Lớp phủ ký tự
|
block.character-overlay.name = Lớp phủ ký tự
|
||||||
block.character-overlay-white.name = Lớp phủ ký tự (Trắng)
|
block.character-overlay-white.name = Lớp phủ ký tự (Trắng)
|
||||||
block.rune-overlay.name = Rune Overlay
|
block.rune-overlay.name = Lớp phủ ấn tích
|
||||||
block.rune-overlay-crux.name = Rune Overlay (Crux)
|
block.rune-overlay-crux.name = Lớp phủ ấn tích (Crux)
|
||||||
block.dark-panel-1.name = Nền tối 1
|
block.dark-panel-1.name = Nền tối 1
|
||||||
block.dark-panel-2.name = Nền tối 2
|
block.dark-panel-2.name = Nền tối 2
|
||||||
block.dark-panel-3.name = Nền tối 3
|
block.dark-panel-3.name = Nền tối 3
|
||||||
@@ -1860,9 +1890,9 @@ block.large-constructor.name = Máy chế tạo lớn
|
|||||||
block.large-constructor.description = Chế tạo các khối có kích thước lên đến 4x4 ô.
|
block.large-constructor.description = Chế tạo các khối có kích thước lên đến 4x4 ô.
|
||||||
block.deconstructor.name = Máy tháo dỡ lớn
|
block.deconstructor.name = Máy tháo dỡ lớn
|
||||||
block.deconstructor.description = Tháo dỡ khối và đơn vị, trả lại 100% nguyên liệu.
|
block.deconstructor.description = Tháo dỡ khối và đơn vị, trả lại 100% nguyên liệu.
|
||||||
block.payload-loader.name = Máy nạp vật phẩm
|
block.payload-loader.name = Máy nạp khối hàng
|
||||||
block.payload-loader.description = Nạp chất lỏng và vật phẩm vào khối.
|
block.payload-loader.description = Nạp chất lỏng và vật phẩm vào khối.
|
||||||
block.payload-unloader.name = Máy dỡ vật phẩm
|
block.payload-unloader.name = Máy dỡ khối hàng
|
||||||
block.payload-unloader.description = Lấy chất lỏng và vật phẩm từ khối.
|
block.payload-unloader.description = Lấy chất lỏng và vật phẩm từ khối.
|
||||||
block.heat-source.name = Nguồn nhiệt
|
block.heat-source.name = Nguồn nhiệt
|
||||||
block.heat-source.description = Xuất ra lượng nhiệt lớn. Chỉ chế độ Tự do.
|
block.heat-source.description = Xuất ra lượng nhiệt lớn. Chỉ chế độ Tự do.
|
||||||
@@ -2472,9 +2502,9 @@ unit.navanax.description = Bắn tia xung điện từ (EMP) nổ, gây thiệt
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
|
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
|
||||||
unit.locus.description = Bắn các viên đạn xen kẽ vào các mục tiêu kẻ địch.
|
unit.locus.description = Bắn các viên đạn xen kẽ vào các mục tiêu kẻ địch.
|
||||||
unit.precept.description = Bắn các viên đạn phân cụm xuyên thấu vào các mục tiêu kẻ địch.
|
unit.precept.description = Bắn các viên đạn phân cụm xuyên thấu vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi địa hình gây hại.
|
||||||
unit.vanquish.description = Bắn các viên đạn phân chia xuyên thấu lớn vào các mục tiêu kẻ địch.
|
unit.vanquish.description = Bắn các viên đạn phân chia xuyên thấu lớn vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi địa hình gây hại.
|
||||||
unit.conquer.description = Bắn các viên đạn xếp tầng xuyên thấu vào các mục tiêu kẻ địch.
|
unit.conquer.description = Bắn các viên đạn xếp tầng xuyên thấu vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi địa hình gây hại.
|
||||||
unit.merui.description = Bắn pháo tầm xa vào các mục tiêu kẻ địch trên mặt đất. Có thể đi qua hầu hết loại địa hình.
|
unit.merui.description = Bắn pháo tầm xa vào các mục tiêu kẻ địch trên mặt đất. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.cleroi.description = Bắn trái phá kép vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với các tháp súng phòng thủ mũi nhọn. Có thể đi qua hầu hết loại địa hình.
|
unit.cleroi.description = Bắn trái phá kép vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với các tháp súng phòng thủ mũi nhọn. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.anthicus.description = Bắn tên lửa dẫn đường tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
unit.anthicus.description = Bắn tên lửa dẫn đường tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Tên người chơi của máy khách đang chạy đoạn
|
|||||||
lglobal.@clientTeam = Định danh đội của máy khách đang chạy đoạn mã
|
lglobal.@clientTeam = Định danh đội của máy khách đang chạy đoạn mã
|
||||||
lglobal.@clientMobile = True nếu máy khách đang chạy đoạn mã trên thiết bị di động, ngược lại là false
|
lglobal.@clientMobile = True nếu máy khách đang chạy đoạn mã trên thiết bị di động, ngược lại là false
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logic xây dựng đơn vị không được phép ở đây.
|
|
||||||
|
|
||||||
lenum.type = Kiểu của công trình/đơn vị.\nVí dụ cho Bộ phân phát (router), nó sẽ trả về [accent]@router[].\nKhông phải một chuỗi.
|
lenum.type = Kiểu của công trình/đơn vị.\nVí dụ cho Bộ phân phát (router), nó sẽ trả về [accent]@router[].\nKhông phải một chuỗi.
|
||||||
lenum.shoot = Bắn vào một vị trí.
|
lenum.shoot = Bắn vào một vị trí.
|
||||||
lenum.shootp = Bắn vào một đơn vị/công trình với tốc độ dự đoán.
|
lenum.shootp = Bắn vào một đơn vị/công trình với tốc độ dự đoán.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < 核心正在遭受攻击! >
|
|||||||
nearpoint = [[ [scarlet]立即离开敌人出生点[] ]\n摧毁在即
|
nearpoint = [[ [scarlet]立即离开敌人出生点[] ]\n摧毁在即
|
||||||
database = 核心数据库
|
database = 核心数据库
|
||||||
database.button = 数据库
|
database.button = 数据库
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 保存游戏
|
savegame = 保存游戏
|
||||||
loadgame = 载入游戏
|
loadgame = 载入游戏
|
||||||
joingame = 加入游戏
|
joingame = 加入游戏
|
||||||
@@ -351,9 +352,9 @@ save.wave = 波次 {0}
|
|||||||
save.mode = 游戏模式:{0}
|
save.mode = 游戏模式:{0}
|
||||||
save.date = 最后保存时间:{0}
|
save.date = 最后保存时间:{0}
|
||||||
save.playtime = 游戏时长:{0}
|
save.playtime = 游戏时长:{0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = 不再显示
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = 32位架构弃用警告
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = 你正在游玩[red]32位[]版本的Mindustry。\nJava在新版本中弃用了对32位Windows的支持,[red]因此将在未来终止支持32位架构[]。\n\n请使用64位平台游玩,并且确保你下载的是64位的Mindustry。\n\n如果你通过运行JAR文件玩Mindustry,确保使用的是64位的Java。
|
||||||
warning = 警告!
|
warning = 警告!
|
||||||
confirm = 确认
|
confirm = 确认
|
||||||
delete = 删除
|
delete = 删除
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = 确定发布?\n\n[lightgray]请确认你同意创意工坊
|
|||||||
publish.error = 发布项目时出错:{0}
|
publish.error = 发布项目时出错:{0}
|
||||||
steam.error = 初始化 Steam 服务失败。\n错误:{0}
|
steam.error = 初始化 Steam 服务失败。\n错误:{0}
|
||||||
|
|
||||||
|
editor.showblocks = 显示建筑
|
||||||
|
editor.showterrain = 显示墙体
|
||||||
|
editor.showfloor = 显示地板
|
||||||
editor.planet = 星球:
|
editor.planet = 星球:
|
||||||
editor.sector = 区块:
|
editor.sector = 区块:
|
||||||
editor.seed = 种子:
|
editor.seed = 种子:
|
||||||
editor.cliffs = 所有墙壁\n替换为悬崖
|
|
||||||
editor.brush = 笔刷大小
|
editor.brush = 笔刷大小
|
||||||
editor.openin = 在地图编辑器打开
|
editor.openin = 在地图编辑器打开
|
||||||
editor.oregen = 矿脉生成
|
editor.oregen = 矿脉生成
|
||||||
@@ -465,6 +468,14 @@ editor.rules = 规则
|
|||||||
editor.generation = 生成
|
editor.generation = 生成
|
||||||
editor.objectives = 目标
|
editor.objectives = 目标
|
||||||
editor.locales = 本地化语言包
|
editor.locales = 本地化语言包
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = 世界处理器
|
editor.worldprocessors = 世界处理器
|
||||||
editor.worldprocessors.editname = 命名
|
editor.worldprocessors.editname = 命名
|
||||||
editor.worldprocessors.none = [lightgray]未找到世界处理器!\n请在地图编辑器中添加或使用下方的 \ue813 添加按钮。
|
editor.worldprocessors.none = [lightgray]未找到世界处理器!\n请在地图编辑器中添加或使用下方的 \ue813 添加按钮。
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]恭喜!\n\n{0}上的敌人已被击败。\n[lightg
|
|||||||
sectorlist = 区块列表
|
sectorlist = 区块列表
|
||||||
sectorlist.attacked = {0} 正在遭受攻击
|
sectorlist.attacked = {0} 正在遭受攻击
|
||||||
sectors.unexplored = [lightgray]未探索
|
sectors.unexplored = [lightgray]未探索
|
||||||
|
sectors.attempts = 尝试次数:
|
||||||
sectors.resources = 资源:
|
sectors.resources = 资源:
|
||||||
sectors.production = 产出:
|
sectors.production = 产出:
|
||||||
sectors.export = 输出:
|
sectors.export = 输出:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = 波次:
|
|||||||
sectors.stored = 贮存:
|
sectors.stored = 贮存:
|
||||||
sectors.resume = 继续
|
sectors.resume = 继续
|
||||||
sectors.launch = 发射
|
sectors.launch = 发射
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d 查看提交
|
sectors.viewsubmission = \ue80d 查看提交
|
||||||
sectors.select = 选择
|
sectors.select = 选择
|
||||||
sectors.launchselect = 选择发射目的地
|
sectors.launchselect = 选择发射目的地
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = 重命名区块
|
|||||||
sectors.enemybase = [scarlet]敌方基地
|
sectors.enemybase = [scarlet]敌方基地
|
||||||
sectors.vulnerable = [scarlet]易受攻击
|
sectors.vulnerable = [scarlet]易受攻击
|
||||||
sectors.underattack = [scarlet]遭到攻击![accent]受损 {0}%
|
sectors.underattack = [scarlet]遭到攻击![accent]受损 {0}%
|
||||||
sectors.underattack.nodamage = [scarlet]未占领
|
|
||||||
sectors.survives = [accent]撑过 {0} 波攻击
|
|
||||||
sectors.go = 进入
|
sectors.go = 进入
|
||||||
sector.abandon = 遗弃
|
sector.abandon = 遗弃
|
||||||
sector.abandon.confirm = 该区块的核心将自毁。\n确定吗?
|
sector.abandon.confirm = 该区块的核心将自毁。\n确定吗?
|
||||||
sector.curcapture = 区块已占领
|
sector.curcapture = 区块已占领
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 区块已失守
|
sector.curlost = 区块已失守
|
||||||
sector.missingresources = [scarlet]建造核心所需的资源不足
|
sector.missingresources = [scarlet]建造核心所需的资源不足
|
||||||
sector.attacked = 区块 [accent]{0}[white] 正在遭受攻击!
|
sector.attacked = 区块 [accent]{0}[white] 正在遭受攻击!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = 边海港口
|
|||||||
sector.weatheredChannels.name = 风化海峡
|
sector.weatheredChannels.name = 风化海峡
|
||||||
sector.mycelialBastion.name = 菌丝堡垒
|
sector.mycelialBastion.name = 菌丝堡垒
|
||||||
sector.frontier.name = 边陲哨站
|
sector.frontier.name = 边陲哨站
|
||||||
|
sector.sunkenPier.name = 沉没码头
|
||||||
sector.cruxscape.name = 赤色总部
|
sector.cruxscape.name = 赤色总部
|
||||||
sector.geothermalStronghold.name = 熔石要塞
|
sector.geothermalStronghold.name = 熔石要塞
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = 敌人在一个偏远且自然防御的岛屿
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP,map submission by Stormride_R
|
sector.facility32m.description = WIP,map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP,map submission by Stormride_R
|
sector.taintedWoods.description = WIP,map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP,map submission by Stormride_R
|
sector.atolls.description = WIP,map submission by Stormride_R
|
||||||
sector.frontier.description = WIP,map submission by Stormride_R
|
sector.frontier.description = WIP,map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP,map submission by Skeledragon
|
sector.infestedCanyons.description = WIP,map submission by Skeledragon
|
||||||
@@ -962,7 +976,7 @@ status.overdrive.name = 过载
|
|||||||
status.overclock.name = 超频
|
status.overclock.name = 超频
|
||||||
status.shocked.name = 电击
|
status.shocked.name = 电击
|
||||||
status.blasted.name = 爆炸
|
status.blasted.name = 爆炸
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = 腐蚀
|
||||||
status.unmoving.name = 静止
|
status.unmoving.name = 静止
|
||||||
status.boss.name = Boss
|
status.boss.name = Boss
|
||||||
|
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = 互斥
|
|||||||
stat.powercapacity = 电力容量
|
stat.powercapacity = 电力容量
|
||||||
stat.powershot = 电力/发
|
stat.powershot = 电力/发
|
||||||
stat.damage = 伤害
|
stat.damage = 伤害
|
||||||
|
stat.frequency = 频率
|
||||||
stat.targetsair = 攻击空中单位
|
stat.targetsair = 攻击空中单位
|
||||||
stat.targetsground = 攻击地面单位
|
stat.targetsground = 攻击地面单位
|
||||||
|
stat.crushdamage = 碾压伤害
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = 移动速度
|
stat.itemsmoved = 移动速度
|
||||||
stat.launchtime = 发射间隔
|
stat.launchtime = 发射间隔
|
||||||
stat.shootrange = 范围
|
stat.shootrange = 范围
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = 开火速率
|
|||||||
stat.ammo = 弹药
|
stat.ammo = 弹药
|
||||||
stat.shieldhealth = 护盾容量
|
stat.shieldhealth = 护盾容量
|
||||||
stat.cooldowntime = 冷却时间
|
stat.cooldowntime = 冷却时间
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = 爆炸性
|
stat.explosiveness = 爆炸性
|
||||||
stat.basedeflectchance = 基础反射概率
|
stat.basedeflectchance = 基础反射概率
|
||||||
stat.lightningchance = 激发闪电概率
|
stat.lightningchance = 激发闪电概率
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}/秒[lightgray] 生命恢复速度
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] 回盾/每次
|
ability.stat.pulseregen = [stat]{0}[lightgray] 回盾/每次
|
||||||
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
||||||
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] 反弹概率
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
||||||
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = 发射冷却
|
|||||||
bar.input = 输入
|
bar.input = 输入
|
||||||
bar.output = 输出
|
bar.output = 输出
|
||||||
bar.strength = [stat]{0}[lightgray]x 效率
|
bar.strength = [stat]{0}[lightgray]x 效率
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]由处理器控制
|
units.processorcontrol = [lightgray]由处理器控制
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = 发
|
unit.shots = 发
|
||||||
unit.pershot = /发
|
unit.pershot = /发
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = 用途
|
category.purpose = 用途
|
||||||
category.general = 基础
|
category.general = 基础
|
||||||
category.power = 电力
|
category.power = 电力
|
||||||
@@ -1338,7 +1360,7 @@ keybind.unit_command_repair.name = 单位命令:修复
|
|||||||
keybind.unit_command_rebuild.name = 单位命令:重建
|
keybind.unit_command_rebuild.name = 单位命令:重建
|
||||||
keybind.unit_command_assist.name = 单位命令:协助建造
|
keybind.unit_command_assist.name = 单位命令:协助建造
|
||||||
keybind.unit_command_mine.name = 单位命令:采矿
|
keybind.unit_command_mine.name = 单位命令:采矿
|
||||||
keybind.unit_command_boost.name = 单位命令单位命令:助推
|
keybind.unit_command_boost.name = 单位命令:助推
|
||||||
keybind.unit_command_load_units.name = 单位命令:拾取单位
|
keybind.unit_command_load_units.name = 单位命令:拾取单位
|
||||||
keybind.unit_command_load_blocks.name = 单位命令:拾取建筑
|
keybind.unit_command_load_blocks.name = 单位命令:拾取建筑
|
||||||
keybind.unit_command_unload_payload.name = 单位命令:卸载载荷
|
keybind.unit_command_unload_payload.name = 单位命令:卸载载荷
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = AI 建造等级
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS 进攻 AI
|
rules.rtsai.campaign = RTS 进攻 AI
|
||||||
rules.rtsai.campaign.info = 让敌方单位更智能地组队攻击玩家基地。
|
rules.rtsai.campaign.info = 让敌方单位更智能地组队攻击玩家基地。
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = 最小部队规模
|
rules.rtsminsquadsize = 最小部队规模
|
||||||
rules.rtsmaxsquadsize = 最大部队规模
|
rules.rtsmaxsquadsize = 最大部队规模
|
||||||
rules.rtsminattackweight = 最低进攻强度
|
rules.rtsminattackweight = 最低进攻强度
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = 清除已败队伍建筑(PvP)
|
|||||||
rules.corecapture = 摧毁后占领核心
|
rules.corecapture = 摧毁后占领核心
|
||||||
rules.polygoncoreprotection = 建造区域按核心位置平分
|
rules.polygoncoreprotection = 建造区域按核心位置平分
|
||||||
rules.placerangecheck = 敌方建筑周围禁建
|
rules.placerangecheck = 敌方建筑周围禁建
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = 敌人无限资源
|
rules.enemyCheat = 敌人无限资源
|
||||||
rules.blockhealthmultiplier = 建筑生命倍率
|
rules.blockhealthmultiplier = 建筑生命倍率
|
||||||
rules.blockdamagemultiplier = 建筑伤害倍率
|
rules.blockdamagemultiplier = 建筑伤害倍率
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = 单位生命倍率
|
|||||||
rules.unitdamagemultiplier = 单位伤害倍率
|
rules.unitdamagemultiplier = 单位伤害倍率
|
||||||
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
||||||
rules.unitminespeedmultiplier = 单位采矿速度倍率
|
rules.unitminespeedmultiplier = 单位采矿速度倍率
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = 太阳能发电倍率
|
rules.solarmultiplier = 太阳能发电倍率
|
||||||
rules.unitcapvariable = 核心可增加单位上限
|
rules.unitcapvariable = 核心可增加单位上限
|
||||||
rules.unitpayloadsexplode = 携带的载荷与单位一起爆炸
|
rules.unitpayloadsexplode = 携带的载荷与单位一起爆炸
|
||||||
@@ -1698,16 +1728,16 @@ block.metal-tiles-9.name = 金属地基 9
|
|||||||
block.metal-tiles-10.name = 金属地基 10
|
block.metal-tiles-10.name = 金属地基 10
|
||||||
block.metal-tiles-11.name = 金属地基 11
|
block.metal-tiles-11.name = 金属地基 11
|
||||||
block.metal-tiles-12.name = 金属地基 12
|
block.metal-tiles-12.name = 金属地基 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = 金属地基 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = 金属墙 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = 金属墙 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = 金属墙 3
|
||||||
block.colored-floor.name = 染色地板
|
block.colored-floor.name = 染色地板
|
||||||
block.colored-wall.name = 染色墙壁
|
block.colored-wall.name = 染色墙壁
|
||||||
block.character-overlay.name = 标识贴片
|
block.character-overlay.name = 标识贴片
|
||||||
block.character-overlay-white.name = 标识贴片 (白色)
|
block.character-overlay-white.name = 标识贴片 (白色)
|
||||||
block.rune-overlay.name = Rune Overlay
|
block.rune-overlay.name = 符文贴片
|
||||||
block.rune-overlay-crux.name = Rune Overlay (Crux)
|
block.rune-overlay-crux.name = 符文贴片 (红队)
|
||||||
block.dark-panel-1.name = 暗面板 1
|
block.dark-panel-1.name = 暗面板 1
|
||||||
block.dark-panel-2.name = 暗面板 2
|
block.dark-panel-2.name = 暗面板 2
|
||||||
block.dark-panel-3.name = 暗面板 3
|
block.dark-panel-3.name = 暗面板 3
|
||||||
@@ -2523,7 +2553,7 @@ lst.explosion = 在某个位置生成爆炸。
|
|||||||
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度。
|
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度。
|
||||||
lst.fetch = 按索引查找单位、核心、玩家或建筑物\n索引从 0 开始,以其返回的计数结束。
|
lst.fetch = 按索引查找单位、核心、玩家或建筑物\n索引从 0 开始,以其返回的计数结束。
|
||||||
lst.packcolor = 将 RGBA 各分量(0-1 范围)打包为单个整数,用于绘图或逻辑规则。
|
lst.packcolor = 将 RGBA 各分量(0-1 范围)打包为单个整数,用于绘图或逻辑规则。
|
||||||
lst.unpackcolor = 从打包后的颜色值中解出 RGBA 分量。
|
lst.unpackcolor = 从使用[accent]Pack Color[]打包的颜色值中解压 RGBA 组件。
|
||||||
lst.setrule = 设置地图规则。
|
lst.setrule = 设置地图规则。
|
||||||
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束。
|
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束。
|
||||||
lst.cutscene = 控制玩家游戏视角。
|
lst.cutscene = 控制玩家游戏视角。
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = 运行代码的客户端的玩家名称
|
|||||||
lglobal.@clientTeam = 运行代码的客户端的团队 ID
|
lglobal.@clientTeam = 运行代码的客户端的团队 ID
|
||||||
lglobal.@clientMobile = 如果运行代码的客户端是移动端,则为 true,否则为 false
|
lglobal.@clientMobile = 如果运行代码的客户端是移动端,则为 true,否则为 false
|
||||||
|
|
||||||
logic.nounitbuild = [red]这里不允许单位建造逻辑。
|
|
||||||
|
|
||||||
lenum.type = 建筑和单位的类型,返回一个“类型”而非字符串\n例如对路由器使用,会返回[accent]@router[]
|
lenum.type = 建筑和单位的类型,返回一个“类型”而非字符串\n例如对路由器使用,会返回[accent]@router[]
|
||||||
lenum.shoot = 向某个位置瞄准/射击
|
lenum.shoot = 向某个位置瞄准/射击
|
||||||
lenum.shootp = 根据提前量向某个单位或建筑瞄准/射击
|
lenum.shootp = 根据提前量向某个单位或建筑瞄准/射击
|
||||||
@@ -2635,7 +2663,7 @@ lenum.always = 无条件跳转
|
|||||||
lenum.idiv = 整数除法,返回不带小数的商
|
lenum.idiv = 整数除法,返回不带小数的商
|
||||||
lenum.div = 除法,除以 0 时返回 [accent]null[]
|
lenum.div = 除法,除以 0 时返回 [accent]null[]
|
||||||
lenum.mod = 求除法的余数
|
lenum.mod = 求除法的余数
|
||||||
lenum.emod = 取模,结果总是正数
|
lenum.emod = 标准取模,结果符号取决于除数。
|
||||||
lenum.equal = 相等。转换参数类型后进行比较\n与数字进行比较时,null 转换为 0 ,非 null 对象转换为 1
|
lenum.equal = 相等。转换参数类型后进行比较\n与数字进行比较时,null 转换为 0 ,非 null 对象转换为 1
|
||||||
lenum.notequal = 不相等。转换参数类型后进行比较
|
lenum.notequal = 不相等。转换参数类型后进行比较
|
||||||
lenum.strictequal = 严格相等。不转换参数类型\n可用于准确检查 [accent]null[] 对象
|
lenum.strictequal = 严格相等。不转换参数类型\n可用于准确检查 [accent]null[] 对象
|
||||||
@@ -2682,7 +2710,7 @@ lenum.player = 玩家控制的单位
|
|||||||
lenum.ore = 矿脉
|
lenum.ore = 矿脉
|
||||||
lenum.damaged = 受损的己方建筑
|
lenum.damaged = 受损的己方建筑
|
||||||
lenum.spawn = 敌人出生点\n可以是核心或者某个坐标
|
lenum.spawn = 敌人出生点\n可以是核心或者某个坐标
|
||||||
lenum.building = 某个分类下的建筑
|
lenum.building = 建筑
|
||||||
|
|
||||||
lenum.core = 核心
|
lenum.core = 核心
|
||||||
lenum.storage = 仓储建筑(容器/仓库)
|
lenum.storage = 仓储建筑(容器/仓库)
|
||||||
@@ -2723,7 +2751,7 @@ unitlocate.group = 所搜寻的建筑分类
|
|||||||
playsound.limit = 如果为真,则阻止该声音在同一帧内重复播放。
|
playsound.limit = 如果为真,则阻止该声音在同一帧内重复播放。
|
||||||
|
|
||||||
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
|
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
|
||||||
lenum.stop = 停止移动/采矿/建造动作
|
lenum.stop = 停止
|
||||||
lenum.unbind = 停用单位的逻辑控制\n恢复常规 AI
|
lenum.unbind = 停用单位的逻辑控制\n恢复常规 AI
|
||||||
lenum.move = 移动到某个位置
|
lenum.move = 移动到某个位置
|
||||||
lenum.approach = 靠近某个位置至一定的距离内
|
lenum.approach = 靠近某个位置至一定的距离内
|
||||||
@@ -2736,17 +2764,17 @@ lenum.itemtake = 从建筑中取出某种物品
|
|||||||
lenum.paydrop = 卸下当前载荷
|
lenum.paydrop = 卸下当前载荷
|
||||||
lenum.paytake = 从当前位置拾取载荷
|
lenum.paytake = 从当前位置拾取载荷
|
||||||
lenum.payenter = 进入/降落到单位下方的荷载方块中
|
lenum.payenter = 进入/降落到单位下方的荷载方块中
|
||||||
lenum.flag = 给单位赋予数字形式的标记
|
lenum.flag = 赋予单位数字形式的标记
|
||||||
lenum.mine = 从某个位置采集矿物
|
lenum.mine = 从某个位置采集矿物
|
||||||
lenum.build = 建造建筑
|
lenum.build = 建造建筑
|
||||||
lenum.getblock = 根据坐标获取建筑物、环境块和环境墙体类型。\n单位必须在位置范围内,否则返回空值。
|
lenum.getblock = 根据坐标获取建筑物、环境块和环境墙体类型。\n单位必须在位置范围内,否则返回空值。
|
||||||
lenum.within = 检查单位是否接近了某个位置
|
lenum.within = 检查单位是否接近了某个位置
|
||||||
lenum.boost = 开始/停止助推
|
lenum.boost = 开始/停止助推
|
||||||
|
|
||||||
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
lenum.flushtext = 如果适用,将打印缓冲区的内容刷新到标记。\n如果[accent]Fetch[]设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
||||||
lenum.texture = 直接来自游戏纹理图集的纹理名称(使用 kebab-case 命名风格)。\n如果 printFlush 设置为 true,则将文本缓冲区内容作为文本参数消耗。
|
lenum.texture = 直接来自游戏纹理图集的纹理名称(使用 kebab-case 命名风格)。\n如果[accent]Print Flush[]设置为 true,则将文本缓冲区内容作为文本参数消耗。
|
||||||
lenum.texturesize = 纹理的大小(格)。零值将标记宽度缩放为原始纹理的大小。
|
lenum.texturesize = 纹理的大小(格)。零值将标记宽度缩放为原始纹理的大小。
|
||||||
lenum.autoscale = 是否根据玩家的缩放级别缩放标记。
|
lenum.autoscale = 标记是否根据玩家屏幕的缩放级别缩放
|
||||||
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
||||||
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
||||||
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
||||||
@@ -2756,24 +2784,24 @@ lenum.wave = 当前波数,可以是非波次模式下的任何值
|
|||||||
lenum.currentwavetime = 波次倒计时(以 tick 为单位)
|
lenum.currentwavetime = 波次倒计时(以 tick 为单位)
|
||||||
lenum.waves = 波次是否可以生成
|
lenum.waves = 波次是否可以生成
|
||||||
lenum.wavesending = 是否可以通过播放按钮手动生成波次
|
lenum.wavesending = 是否可以通过播放按钮手动生成波次
|
||||||
lenum.attackmode = 确定游戏模式是否为攻击模式
|
lenum.attackmode = 游戏是否为进攻模式
|
||||||
lenum.wavespacing = 波次之间的时间(以 tick 为单位)
|
lenum.wavespacing = 波次之间的时间间隔(以 tick 为单位)
|
||||||
lenum.enemycorebuildradius = 敌人核心半径周围无建筑区
|
lenum.enemycorebuildradius = 敌人核心禁建范围半径
|
||||||
lenum.dropzoneradius = 敌人出生点周围的半径
|
lenum.dropzoneradius = 敌人出生点范围半径
|
||||||
lenum.unitcap = 基本单位上限。但仍然可以通过方块增加
|
lenum.unitcap = 基本单位上限。但仍然可以通过方块增加
|
||||||
lenum.lighting = 是否启用环境光
|
lenum.lighting = 是否启用环境光
|
||||||
lenum.buildspeed = 建筑速度倍率
|
lenum.buildspeed = 建造速度倍率
|
||||||
lenum.unithealth = 单位受伤减免,计算方式是伤害除以减免值
|
lenum.unithealth = 单位受伤减免,计算方式是伤害除以减免值
|
||||||
lenum.unitbuildspeed = 单元工厂建造单元的速度
|
lenum.unitbuildspeed = 单位工厂建造单位的速度
|
||||||
lenum.unitcost = 单位建设所需资源的倍率
|
lenum.unitcost = 建造单位所需资源的倍率
|
||||||
lenum.unitdamage = 单位造成多少伤害
|
lenum.unitdamage = 单位伤害倍率
|
||||||
lenum.blockhealth = 建筑初始拥有的生命值
|
lenum.blockhealth = 建筑初始生命值倍率
|
||||||
lenum.blockdamage = 炮塔伤害
|
lenum.blockdamage = 建筑伤害倍率
|
||||||
lenum.rtsminweight = 部队发动攻击所需的最小“优势”。数值越高,越谨慎。
|
lenum.rtsminweight = 部队发动攻击所需的最小“优势”。数值越高,越谨慎。
|
||||||
lenum.rtsminsquad = 攻击小队的最小规模
|
lenum.rtsminsquad = 攻击小队的最小规模
|
||||||
lenum.maparea = 设置区域范围
|
lenum.maparea = 设置地图大小和有效范围
|
||||||
lenum.ambientlight = 环境光颜色,启用照明时使用
|
lenum.ambientlight = 环境光颜色,可搭配[accent]Pack Color[]使用
|
||||||
lenum.solarmultiplier = 太阳能电池板的功率输出倍率
|
lenum.solarmultiplier = 太阳能电池板的发电倍率
|
||||||
lenum.dragmultiplier = 环境阻力乘数
|
lenum.dragmultiplier = 环境阻力乘数
|
||||||
lenum.ban = 无法被放置或者建造的建筑或单位
|
lenum.ban = 禁用指定内容
|
||||||
lenum.unban = 解禁一个单位或建筑
|
lenum.unban = 解禁指定内容
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = 〈核心正在受到攻擊!〉
|
|||||||
nearpoint = 【[scarlet]立即離開空降區[]】\n湮滅即將來臨
|
nearpoint = 【[scarlet]立即離開空降區[]】\n湮滅即將來臨
|
||||||
database = 核心資料庫
|
database = 核心資料庫
|
||||||
database.button = 資料庫
|
database.button = 資料庫
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 儲存遊戲
|
savegame = 儲存遊戲
|
||||||
loadgame = 載入遊戲
|
loadgame = 載入遊戲
|
||||||
joingame = 多人連線
|
joingame = 多人連線
|
||||||
@@ -448,10 +449,12 @@ publish.confirm = 您確定要發布嗎?\n\n[lightgray]首先確定您同意 W
|
|||||||
publish.error = 發佈項目時發生問題:{0}
|
publish.error = 發佈項目時發生問題:{0}
|
||||||
steam.error = Steam 服務初始化失敗。\n錯誤:{0}
|
steam.error = Steam 服務初始化失敗。\n錯誤:{0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = 行星:
|
editor.planet = 行星:
|
||||||
editor.sector = 地區:
|
editor.sector = 地區:
|
||||||
editor.seed = 種子:
|
editor.seed = 種子:
|
||||||
editor.cliffs = 牆轉為懸崖
|
|
||||||
editor.brush = 筆刷
|
editor.brush = 筆刷
|
||||||
editor.openin = 在編輯器中開啟
|
editor.openin = 在編輯器中開啟
|
||||||
editor.oregen = 礦石生成
|
editor.oregen = 礦石生成
|
||||||
@@ -465,6 +468,14 @@ editor.rules = 規則:
|
|||||||
editor.generation = 自動生成:
|
editor.generation = 自動生成:
|
||||||
editor.objectives = 目標
|
editor.objectives = 目標
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -789,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = 地區
|
sectorlist = 地區
|
||||||
sectorlist.attacked = {0} 遭受攻擊
|
sectorlist.attacked = {0} 遭受攻擊
|
||||||
sectors.unexplored = [lightgray]未探索
|
sectors.unexplored = [lightgray]未探索
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = 資源:
|
sectors.resources = 資源:
|
||||||
sectors.production = 生產:
|
sectors.production = 生產:
|
||||||
sectors.export = 輸出:
|
sectors.export = 輸出:
|
||||||
@@ -799,6 +811,7 @@ sectors.wave = 波次:
|
|||||||
sectors.stored = 儲存:
|
sectors.stored = 儲存:
|
||||||
sectors.resume = 繼續
|
sectors.resume = 繼續
|
||||||
sectors.launch = 發射
|
sectors.launch = 發射
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = 選取
|
sectors.select = 選取
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -808,12 +821,11 @@ sectors.rename = 重新命名區域
|
|||||||
sectors.enemybase = [scarlet]敵方基地
|
sectors.enemybase = [scarlet]敵方基地
|
||||||
sectors.vulnerable = [scarlet]易受攻擊
|
sectors.vulnerable = [scarlet]易受攻擊
|
||||||
sectors.underattack = [scarlet]敵軍來襲! [accent]{0}% 受損
|
sectors.underattack = [scarlet]敵軍來襲! [accent]{0}% 受損
|
||||||
sectors.underattack.nodamage = [scarlet]尚未佔領
|
|
||||||
sectors.survives = [accent]存活 {0} 波次
|
|
||||||
sectors.go = 進入
|
sectors.go = 進入
|
||||||
sector.abandon = 放棄
|
sector.abandon = 放棄
|
||||||
sector.abandon.confirm = 此地區的核心將會自我銷毀\n是否繼續?
|
sector.abandon.confirm = 此地區的核心將會自我銷毀\n是否繼續?
|
||||||
sector.curcapture = 已佔領地區
|
sector.curcapture = 已佔領地區
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 已失去該地區
|
sector.curlost = 已失去該地區
|
||||||
sector.missingresources = [scarlet]核心資源不足
|
sector.missingresources = [scarlet]核心資源不足
|
||||||
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
||||||
@@ -877,6 +889,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +915,7 @@ sector.navalFortress.description = 敵人已在這個有天然防禦屏障的偏
|
|||||||
#do not translate
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
|
sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1010,8 +1024,12 @@ stat.opposites = 衝突狀態
|
|||||||
stat.powercapacity = 蓄電量
|
stat.powercapacity = 蓄電量
|
||||||
stat.powershot = 能量/射擊
|
stat.powershot = 能量/射擊
|
||||||
stat.damage = 傷害
|
stat.damage = 傷害
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = 攻擊空中目標
|
stat.targetsair = 攻擊空中目標
|
||||||
stat.targetsground = 攻擊地面目標
|
stat.targetsground = 攻擊地面目標
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = 移動速度
|
stat.itemsmoved = 移動速度
|
||||||
stat.launchtime = 發射間隔
|
stat.launchtime = 發射間隔
|
||||||
stat.shootrange = 範圍
|
stat.shootrange = 範圍
|
||||||
@@ -1051,6 +1069,7 @@ stat.reload = 射擊速率
|
|||||||
stat.ammo = 彈藥
|
stat.ammo = 彈藥
|
||||||
stat.shieldhealth = 護盾生命值
|
stat.shieldhealth = 護盾生命值
|
||||||
stat.cooldowntime = 冷確時間
|
stat.cooldowntime = 冷確時間
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = 爆炸性
|
stat.explosiveness = 爆炸性
|
||||||
stat.basedeflectchance = 基礎偏移量
|
stat.basedeflectchance = 基礎偏移量
|
||||||
stat.lightningchance = 燃燒機率
|
stat.lightningchance = 燃燒機率
|
||||||
@@ -1116,6 +1135,7 @@ ability.stat.regen = [stat]{0}[lightgray]生命恢復/秒
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray]護盾
|
ability.stat.shield = [stat]{0}[lightgray]護盾
|
||||||
ability.stat.repairspeed = [stat]{0}/秒[lightgray]修復速度
|
ability.stat.repairspeed = [stat]{0}/秒[lightgray]修復速度
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray]生命/液體單位
|
ability.stat.slurpheal = [stat]{0}[lightgray]生命/液體單位
|
||||||
ability.stat.cooldown = [stat]{0}秒[lightgray]冷卻時間
|
ability.stat.cooldown = [stat]{0}秒[lightgray]冷卻時間
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray]最大目標數
|
ability.stat.maxtargets = [stat]{0}[lightgray]最大目標數
|
||||||
@@ -1159,6 +1179,7 @@ bar.launchcooldown = 發射間隔
|
|||||||
bar.input = 輸入
|
bar.input = 輸入
|
||||||
bar.output = 輸出
|
bar.output = 輸出
|
||||||
bar.strength = [stat]{0}[lightgray]x 強度
|
bar.strength = [stat]{0}[lightgray]x 強度
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]由微處理器控制
|
units.processorcontrol = [lightgray]由微處理器控制
|
||||||
|
|
||||||
@@ -1209,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = 發
|
unit.shots = 發
|
||||||
unit.pershot = /發
|
unit.pershot = /發
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = 用途
|
category.purpose = 用途
|
||||||
category.general = 一般
|
category.general = 一般
|
||||||
category.power = 能量
|
category.power = 能量
|
||||||
@@ -1440,6 +1462,8 @@ rules.buildaitier = 建築者 AI 等級
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = 最小隊伍規模
|
rules.rtsminsquadsize = 最小隊伍規模
|
||||||
rules.rtsmaxsquadsize = 最大隊伍規模
|
rules.rtsmaxsquadsize = 最大隊伍規模
|
||||||
rules.rtsminattackweight = 最小攻擊力
|
rules.rtsminattackweight = 最小攻擊力
|
||||||
@@ -1447,6 +1471,10 @@ rules.cleanupdeadteams = 移除戰敗玩家的建築(對戰)
|
|||||||
rules.corecapture = 佔領摧毀的核心
|
rules.corecapture = 佔領摧毀的核心
|
||||||
rules.polygoncoreprotection = 核心禁築區呈多邊形
|
rules.polygoncoreprotection = 核心禁築區呈多邊形
|
||||||
rules.placerangecheck = 檢查放置範圍
|
rules.placerangecheck = 檢查放置範圍
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = 電腦無限資源
|
rules.enemyCheat = 電腦無限資源
|
||||||
rules.blockhealthmultiplier = 建築物耐久度加成
|
rules.blockhealthmultiplier = 建築物耐久度加成
|
||||||
rules.blockdamagemultiplier = 建築物傷害加成
|
rules.blockdamagemultiplier = 建築物傷害加成
|
||||||
@@ -1456,6 +1484,8 @@ rules.unithealthmultiplier = 單位血量加成
|
|||||||
rules.unitdamagemultiplier = 單位傷害加成
|
rules.unitdamagemultiplier = 單位傷害加成
|
||||||
rules.unitcrashdamagemultiplier = 單位墜毀傷害倍率
|
rules.unitcrashdamagemultiplier = 單位墜毀傷害倍率
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = 太陽能電加成
|
rules.solarmultiplier = 太陽能電加成
|
||||||
rules.unitcapvariable = 核心限制單位上限
|
rules.unitcapvariable = 核心限制單位上限
|
||||||
rules.unitpayloadsexplode = 單位攜帶之負載與單位一起爆炸
|
rules.unitpayloadsexplode = 單位攜帶之負載與單位一起爆炸
|
||||||
@@ -2580,8 +2610,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]單位建造邏輯已被禁止。
|
|
||||||
|
|
||||||
lenum.type = 建築/單位種類。\n例:操控單位建造光矛砲應使用[accent]@lancer[],而非字串
|
lenum.type = 建築/單位種類。\n例:操控單位建造光矛砲應使用[accent]@lancer[],而非字串
|
||||||
lenum.shoot = 對該位置開火
|
lenum.shoot = 對該位置開火
|
||||||
lenum.shootp = 對指定單位/建築開火,具自瞄功能
|
lenum.shootp = 對指定單位/建築開火,具自瞄功能
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
redloong9527
|
||||||
Prosta4okua
|
Prosta4okua
|
||||||
Felix Corvus
|
Felix Corvus
|
||||||
Vanguard
|
Vanguard
|
||||||
@@ -109,6 +110,7 @@ dsmolenaers (freesound.org)
|
|||||||
Headphaze (freesound.org)
|
Headphaze (freesound.org)
|
||||||
Michel Baradari (opengameart.org)
|
Michel Baradari (opengameart.org)
|
||||||
Michael Klier (opengameart.org)
|
Michael Klier (opengameart.org)
|
||||||
|
Lee Barkovich (opengameart.org)
|
||||||
Neoqueto (Darktech LDR Font)
|
Neoqueto (Darktech LDR Font)
|
||||||
Nikolass
|
Nikolass
|
||||||
VolasYouKnow
|
VolasYouKnow
|
||||||
|
|||||||