Compare commits
80 Commits
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@@ -30,8 +30,8 @@ task deploy(type: Copy){
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|||||||
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||||||
android{
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android{
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||||||
namespace = "io.anuke.mindustry"
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namespace = "io.anuke.mindustry"
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||||||
buildToolsVersion = '34.0.0'
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buildToolsVersion = '36.0.0'
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||||||
compileSdk = 34
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compileSdk = 36
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||||||
sourceSets{
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sourceSets{
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||||||
main{
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main{
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manifest.srcFile 'AndroidManifest.xml'
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manifest.srcFile 'AndroidManifest.xml'
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||||||
@@ -57,7 +57,7 @@ android{
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|||||||
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applicationId "io.anuke.mindustry"
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applicationId "io.anuke.mindustry"
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||||||
minSdkVersion 14
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minSdkVersion 14
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||||||
targetSdkVersion 34
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targetSdkVersion 36
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||||||
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versionName versionNameResult
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versionName versionNameResult
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||||||
versionCode = vcode
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versionCode = vcode
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||||||
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|||||||
1
android/proguard-rules.pro
vendored
1
android/proguard-rules.pro
vendored
@@ -5,6 +5,7 @@
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|||||||
-keep class net.jpountz.** { *; }
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-keep class net.jpountz.** { *; }
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||||||
-keep class rhino.** { *; }
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-keep class rhino.** { *; }
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||||||
-keep class com.android.dex.** { *; }
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-keep class com.android.dex.** { *; }
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||||||
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-keep class com.android.dx.** { *; }
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-keepattributes Signature,*Annotation*,InnerClasses,EnclosingMethod
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-keepattributes Signature,*Annotation*,InnerClasses,EnclosingMethod
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-dontwarn javax.naming.**
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-dontwarn javax.naming.**
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BIN
core/assets-raw/sprites/ui/sectors/sector-sunkenPier.png
Normal file
BIN
core/assets-raw/sprites/ui/sectors/sector-sunkenPier.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 723 B |
@@ -451,10 +451,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
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|||||||
publish.error = Error publishing item: {0}
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publish.error = Error publishing item: {0}
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||||||
steam.error = Failed to initialize Steam services.\nError: {0}
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steam.error = Failed to initialize Steam services.\nError: {0}
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||||||
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editor.showblocks = Show Blocks
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editor.showterrain = Show Terrain
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editor.showfloor = Show Floor
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editor.planet = Planet:
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editor.planet = Planet:
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editor.sector = Sector:
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editor.sector = Sector:
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editor.seed = Seed:
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editor.seed = Seed:
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||||||
editor.cliffs = Walls To Cliffs
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editor.brush = Brush
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editor.brush = Brush
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editor.openin = Open In Editor
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editor.openin = Open In Editor
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editor.oregen = Ore Generation
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editor.oregen = Ore Generation
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||||||
@@ -802,7 +804,7 @@ sectors.wave = Wave:
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sectors.stored = Stored:
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sectors.stored = Stored:
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sectors.resume = Resume
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sectors.resume = Resume
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sectors.launch = Launch
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sectors.launch = Launch
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||||||
sectors.viewsubmission = \ue80d View Submissions
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sectors.viewsubmission = \ue80d View Submission
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sectors.select = Select
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sectors.select = Select
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||||||
sectors.launchselect = Select Launch Destination
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sectors.launchselect = Select Launch Destination
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||||||
sectors.nonelaunch = [lightgray]none (sun)
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sectors.nonelaunch = [lightgray]none (sun)
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||||||
@@ -880,6 +882,7 @@ sector.seaPort.name = Sea Port
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sector.weatheredChannels.name = Weathered Channels
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sector.weatheredChannels.name = Weathered Channels
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sector.mycelialBastion.name = Mycelial Bastion
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sector.mycelialBastion.name = Mycelial Bastion
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sector.frontier.name = Frontier
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sector.frontier.name = Frontier
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||||||
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sector.sunkenPier.name = Sunken Pier
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||||||
sector.cruxscape.name = Cruxscape
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sector.cruxscape.name = Cruxscape
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||||||
sector.geothermalStronghold.name = Geothermal Stronghold
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sector.geothermalStronghold.name = Geothermal Stronghold
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||||||
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||||||
@@ -905,6 +908,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
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|||||||
#do not translate
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#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
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sector.facility32m.description = WIP, map submission by Stormride_R
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||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
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sector.taintedWoods.description = WIP, map submission by Stormride_R
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||||||
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sector.sunkenPier.description = WIP, map submission by Stormride_R
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||||||
sector.atolls.description = WIP, map submission by Stormride_R
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sector.atolls.description = WIP, map submission by Stormride_R
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||||||
sector.frontier.description = WIP, map submission by Stormride_R
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sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
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sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
@@ -1013,8 +1017,10 @@ stat.opposites = Opposites
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|||||||
stat.powercapacity = Power Capacity
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stat.powercapacity = Power Capacity
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||||||
stat.powershot = Power/Shot
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stat.powershot = Power/Shot
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||||||
stat.damage = Damage
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stat.damage = Damage
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||||||
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stat.frequency = Frequency
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||||||
stat.targetsair = Targets Air
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stat.targetsair = Targets Air
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||||||
stat.targetsground = Targets Ground
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stat.targetsground = Targets Ground
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||||||
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stat.crushdamage = Crush Damage
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||||||
stat.itemsmoved = Move Speed
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stat.itemsmoved = Move Speed
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||||||
stat.launchtime = Time Between Launches
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stat.launchtime = Time Between Launches
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||||||
stat.shootrange = Range
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stat.shootrange = Range
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||||||
@@ -1099,7 +1105,7 @@ ability.movelightning.description = Releases lightning while moving
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|||||||
ability.armorplate = Armor Plate
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ability.armorplate = Armor Plate
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||||||
ability.armorplate.description = Reduces damage taken while shooting
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ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
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ability.shieldarc = Shield Arc
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||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
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ability.shieldarc.description = Projects a force shield in an arc that absorbs or deflects bullets, missiles and units
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||||||
ability.suppressionfield = Repair Suppression
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ability.suppressionfield = Repair Suppression
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||||||
ability.suppressionfield.description = Stops nearby repair buildings
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ability.suppressionfield.description = Stops nearby repair buildings
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||||||
ability.energyfield = Energy Field
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ability.energyfield = Energy Field
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||||||
@@ -1119,6 +1125,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
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|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
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ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] max shield
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ability.stat.shield = [stat]{0}[lightgray] max shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
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ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
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ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
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ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
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ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
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ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1443,6 +1450,8 @@ rules.buildaitier = Builder AI Tier
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|||||||
rules.rtsai = RTS AI
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rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
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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.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
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rules.clearsectoronloss = Clear Sector On Loss
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||||||
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
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rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
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rules.rtsminattackweight = Min Attack Weight
|
||||||
@@ -1666,7 +1675,7 @@ block.snow.name = Snow
|
|||||||
block.crater-stone.name = Craters
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block.crater-stone.name = Craters
|
||||||
block.sand-water.name = Sand Water
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block.sand-water.name = Sand Water
|
||||||
block.darksand-water.name = Dark Sand Water
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block.darksand-water.name = Dark Sand Water
|
||||||
block.char.name = Char
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block.char.name = Charred Stone
|
||||||
block.dacite.name = Dacite
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block.dacite.name = Dacite
|
||||||
block.rhyolite.name = Rhyolite
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block.rhyolite.name = Rhyolite
|
||||||
block.dacite-wall.name = Dacite Wall
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block.dacite-wall.name = Dacite Wall
|
||||||
@@ -2475,9 +2484,9 @@ unit.navanax.description = Fires explosive EMP projectiles, dealing significant
|
|||||||
#Erekir
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#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
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unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
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unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
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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.
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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.
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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.
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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.
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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.
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unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
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editor.showfloor = Show Floor
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектар:
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editor.sector = Сектар:
|
||||||
editor.seed = Зерне:
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editor.seed = Зерне:
|
||||||
editor.cliffs = Сцены К Скалам
|
|
||||||
editor.brush = Пэндаль
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editor.brush = Пэндаль
|
||||||
editor.openin = Адкрыць у рэдактары
|
editor.openin = Адкрыць у рэдактары
|
||||||
editor.oregen = Генерацыя руд
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editor.oregen = Генерацыя руд
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
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sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
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sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
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sector.frontier.name = Frontier
|
||||||
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sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
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sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
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sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Хуткасць перамяшчэння
|
stat.itemsmoved = Хуткасць перамяшчэння
|
||||||
stat.launchtime = Інтэрвал запускаў
|
stat.launchtime = Інтэрвал запускаў
|
||||||
stat.shootrange = Радыус дзеяння
|
stat.shootrange = Радыус дзеяння
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -46,7 +46,7 @@ mods.browser.selected = Vybraný mod
|
|||||||
mods.browser.add = Stáhnout
|
mods.browser.add = Stáhnout
|
||||||
mods.browser.reinstall = Reinstalovat
|
mods.browser.reinstall = Reinstalovat
|
||||||
mods.browser.view-releases = Zobrazit Vydání
|
mods.browser.view-releases = Zobrazit Vydání
|
||||||
mods.browser.noreleases = [scarlet]Žádné Vydání Nenalezeny\n[accent]Nenalezene žádné vydání pro tento mod. Check if the mod's repository has any releases published. Zjistěte, jestli repozitář modu má již veřejně vydán.
|
mods.browser.noreleases = [scarlet]Žádná Vydání Nenalezena\n[accent]Nenalezena žádná vydání pro tento mod. Zjistěte, jestli repozitář modu byl již veřejně vydán.
|
||||||
mods.browser.latest = <Poslední>
|
mods.browser.latest = <Poslední>
|
||||||
mods.browser.releases = Vydání
|
mods.browser.releases = Vydání
|
||||||
mods.github.open = Úložiště
|
mods.github.open = Úložiště
|
||||||
@@ -130,7 +130,7 @@ committingchanges = Provádím změny
|
|||||||
done = Hotovo
|
done = Hotovo
|
||||||
feature.unsupported = Tvoje zařízení nepodporuje tuto vlastnost hry.
|
feature.unsupported = Tvoje zařízení nepodporuje tuto vlastnost hry.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Poslední Mindustry instaci se nepodařilo inicializovat. Nejpravděpodobněji to bylo způsobeno špatnou funkcí modifikací.\n\nK předcházení nekonečného padání hry, [red]všechny modifikace se vyply.[]
|
mods.initfailed = [red]⚠[] Poslední Mindustry instaci se nepodařilo inicializovat. Nejpravděpodobněji to bylo způsobeno špatnou funkcí modifikací.\n\nAby se zabránilo neustálému padání hry, [red]všechny modifikace se vyply.[]
|
||||||
mods = Mody
|
mods = Mody
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
mods.none = [lightgray]Modifikace nebyly nalezeny.[]
|
mods.none = [lightgray]Modifikace nebyly nalezeny.[]
|
||||||
@@ -148,12 +148,12 @@ mod.multiplayer.compatible = [gray]Hra více hráčů komapitibilní
|
|||||||
mod.disable = Zakázat
|
mod.disable = Zakázat
|
||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Obsah:
|
mod.content = Obsah:
|
||||||
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor může být používán.
|
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor by mohl být používán.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Zastaralá Hra
|
mod.incompatiblegame = [red]Zastaralá Hra
|
||||||
mod.incompatiblemod = [red]Nekompatibilní
|
mod.incompatiblemod = [red]Nekompatibilní
|
||||||
mod.blacklisted = [red]Nepodporováno
|
mod.blacklisted = [red]Nepodporováno
|
||||||
mod.unmetdependencies = [red]Nesplněné Dependencies
|
mod.unmetdependencies = [red]Nesplněné závislosti
|
||||||
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
||||||
mod.circulardependencies = [red]Kruhové závislosti
|
mod.circulardependencies = [red]Kruhové závislosti
|
||||||
mod.incompletedependencies = [red]Nedokončené závislosti
|
mod.incompletedependencies = [red]Nedokončené závislosti
|
||||||
@@ -164,7 +164,7 @@ mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, pro
|
|||||||
mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
||||||
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
||||||
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
|
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = Tento mod nelze načíst kvůli neplatným nebo chybějícím závislostem: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
||||||
|
|
||||||
@@ -185,15 +185,15 @@ mod.preview.missing = Než vystavíš svou modifikaci ve Workshopu na Steamu, mu
|
|||||||
mod.folder.missing = Ve Workshopu na Steamu mohou být vystaveny pouze modifikace ve formě složky.\nAbys převedl modifikaci na formu složky, jednoduše rozbal zip soubor do složky a smaž starý zip soubor. Potom znovu spusť hru nebo znovu načti modifikace.
|
mod.folder.missing = Ve Workshopu na Steamu mohou být vystaveny pouze modifikace ve formě složky.\nAbys převedl modifikaci na formu složky, jednoduše rozbal zip soubor do složky a smaž starý zip soubor. Potom znovu spusť hru nebo znovu načti modifikace.
|
||||||
mod.scripts.disable = Tvoje zařízení nepodporuje skripty. Musíš zakázat tyto modifikace, abys mohl hrát hru.
|
mod.scripts.disable = Tvoje zařízení nepodporuje skripty. Musíš zakázat tyto modifikace, abys mohl hrát hru.
|
||||||
|
|
||||||
mod.dependencies.error = [scarlet]Mods are missing dependencies
|
mod.dependencies.error = [scarlet]Modifikaccím chybí závislosti
|
||||||
mod.dependencies.soft = (optional)
|
mod.dependencies.soft = (nepovinné)
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.download = Import
|
||||||
mod.dependencies.downloadreq = Import Required
|
mod.dependencies.downloadreq = Vyžaduje se import
|
||||||
mod.dependencies.downloadall = Import All
|
mod.dependencies.downloadall = Importovat vše
|
||||||
mod.dependencies.status = Import Results
|
mod.dependencies.status = Importovat výsledky
|
||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.success = Úspěšně staženo:
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.failure = Stažení selhalo:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.imported = Tato modifikace vyžaduje závislosti. Chcete je stáhnout?
|
||||||
|
|
||||||
about.button = O hře
|
about.button = O hře
|
||||||
name = Jméno:
|
name = Jméno:
|
||||||
@@ -207,9 +207,9 @@ available = Je zpřístupněn nový výzkum!
|
|||||||
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
||||||
campaign.select = Vybrat Začínající Kampaň
|
campaign.select = Vybrat Začínající Kampaň
|
||||||
campaign.none = [lightgray]Vyberte planetu, na které chcete začít.\nToto lze kdykoli přepnout.
|
campaign.none = [lightgray]Vyberte planetu, na které chcete začít.\nToto lze kdykoli přepnout.
|
||||||
campaign.erekir = Novější, uhlazenější obsah. Většinou lineární průběh kampaně.\n\nVyšší kvalita map a celkový zážitek.
|
campaign.erekir = Novější, uhlazenější obsah. Většinou lineární průběh kampaně.\n\nObtížnější. Vyšší kvalita map a celkový zážitek.
|
||||||
campaign.serpulo = Starší obsah; klasický zážitek. Více otevřených.\n\nPotenciálně nevyvážené mapy a mechanismy kampaní. Méně leštěné.
|
campaign.serpulo = Starší obsah; klasický zážitek. Otevřenější konec, více obsahu.\n\nPotenciálně nevyvážené mapy a mechanismy kampaní. Méně leštěné.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Obtížnost
|
||||||
completed = [accent]Dokončeno[]
|
completed = [accent]Dokončeno[]
|
||||||
techtree = Technologie
|
techtree = Technologie
|
||||||
techtree.select = Výběr Výzkumného Stromu
|
techtree.select = Výběr Výzkumného Stromu
|
||||||
@@ -237,9 +237,9 @@ server.kicked.typeMismatch = Tento server není kompatibilní s verzí Tvého kl
|
|||||||
server.kicked.playerLimit = Tento server je plný, vyčkej prosím, až se uvolní místo.
|
server.kicked.playerLimit = Tento server je plný, vyčkej prosím, až se uvolní místo.
|
||||||
server.kicked.recentKick = Před nedávnem jsi byl vykopnut z tohoto serveru.\nPočkej proto chvíli, než se zkusíš znovu připojit.
|
server.kicked.recentKick = Před nedávnem jsi byl vykopnut z tohoto serveru.\nPočkej proto chvíli, než se zkusíš znovu připojit.
|
||||||
server.kicked.nameInUse = Někdo se stejným jménem jako Ty\nje aktuálně přihlášen na serveru.
|
server.kicked.nameInUse = Někdo se stejným jménem jako Ty\nje aktuálně přihlášen na serveru.
|
||||||
server.kicked.nameEmpty = Tvé jméno není platné. Možná je prostě jen není nastaveno?
|
server.kicked.nameEmpty = Tvé jméno není platné. Možná prostě jen není nastaveno?
|
||||||
server.kicked.idInUse = Na tomhle serveru jsi již připojen. Připojování se pod dvěma účty není dovoleno!
|
server.kicked.idInUse = Na tomhle serveru jsi již připojen. Připojování se pod dvěma účty není dovoleno!
|
||||||
server.kicked.customClient = Tento server nepodporuje upravené verze hry. Stáhni si, prosím. oficiální verzi.
|
server.kicked.customClient = Tento server nepodporuje upravené verze hry. Stáhni si, prosím, oficiální verzi.
|
||||||
server.kicked.gameover = Konec hry!
|
server.kicked.gameover = Konec hry!
|
||||||
server.kicked.serverRestarting = Server se restartuje.
|
server.kicked.serverRestarting = Server se restartuje.
|
||||||
server.versions = Verze klienta: [accent]{0}[]\nVerze serveru: [accent]{1}[]
|
server.versions = Verze klienta: [accent]{0}[]\nVerze serveru: [accent]{1}[]
|
||||||
@@ -267,7 +267,7 @@ servers.showhidden = Zobraz skryté servery
|
|||||||
server.shown = Zobrazené
|
server.shown = Zobrazené
|
||||||
server.hidden = Skryté
|
server.hidden = Skryté
|
||||||
|
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
viewplayer = Prohlížíš si hráče: [accent]{0}
|
||||||
trace = Vystopovat hráče
|
trace = Vystopovat hráče
|
||||||
trace.playername = Jméno hráče: [accent]{0}[]
|
trace.playername = Jméno hráče: [accent]{0}[]
|
||||||
trace.ip = Adresa IP: [accent]{0}[]
|
trace.ip = Adresa IP: [accent]{0}[]
|
||||||
@@ -298,12 +298,12 @@ server.outdated = [scarlet]Zastaralá verze serveru![]
|
|||||||
server.outdated.client = [scarlet]Zastaralá verze klienta![]
|
server.outdated.client = [scarlet]Zastaralá verze klienta![]
|
||||||
server.version = [gray]Verze: {0} {1}[]
|
server.version = [gray]Verze: {0} {1}[]
|
||||||
server.custombuild = [accent]Upravená verze hry[]
|
server.custombuild = [accent]Upravená verze hry[]
|
||||||
confirmban = Jsi si jistý, že chceš zakázat hráče "{0}[white]"?[]
|
confirmban = Jsi si jistý, že chceš zakázat hráči "{0}[white]" přístup na server?[]
|
||||||
confirmkick = Jsi si jistý, že chceš vykopnout hráče "{0}[white]"?[]
|
confirmkick = Jsi si jistý, že chceš vykopnout hráče "{0}[white]"?[]
|
||||||
confirmunban = Jsi si jistý, že chceš zrušit zákaz pro tohoto hráče?
|
confirmunban = Jsi si jistý, že chceš zrušit zákaz pro tohoto hráče?
|
||||||
confirmadmin = Jsi si jistý, že chceš hráče "{0}[white]" povýšit na správce?[]
|
confirmadmin = Jsi si jistý, že chceš hráče "{0}[white]" povýšit na správce?[]
|
||||||
confirmunadmin = Jsi si jistý, že chceš odebrat hráči "{0}[white]" roli správce?[]
|
confirmunadmin = Jsi si jistý, že chceš odebrat hráči "{0}[white]" roli správce?[]
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = Důvod k odhlasovanému vykopnutí
|
||||||
votekick.reason.message = Jste si jisti, že chcete hlasovat? "{0}[white]"?\nPokud ano, uveďte důvod:
|
votekick.reason.message = Jste si jisti, že chcete hlasovat? "{0}[white]"?\nPokud ano, uveďte důvod:
|
||||||
joingame.title = Připojit se ke hře
|
joingame.title = Připojit se ke hře
|
||||||
joingame.ip = Adresa IP:
|
joingame.ip = Adresa IP:
|
||||||
@@ -312,14 +312,14 @@ disconnect.error = Chyba připojení.
|
|||||||
disconnect.closed = Připojení bylo uzavřeno.
|
disconnect.closed = Připojení bylo uzavřeno.
|
||||||
disconnect.timeout = Vypršel čas pro připojení.
|
disconnect.timeout = Vypršel čas pro připojení.
|
||||||
disconnect.data = Chyba načtení dat ze serveru!
|
disconnect.data = Chyba načtení dat ze serveru!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = Při získávání UDP snímků vyprššel čas spojení.\nTo může být způsobeno nestabilní sítí nebo připojením.
|
||||||
cantconnect = Není možno se připojit ke hře ([accent]{0}[]).
|
cantconnect = Není možno se připojit ke hře ([accent]{0}[]).
|
||||||
connecting = [accent]Připojuji se...[]
|
connecting = [accent]Připojuji se...[]
|
||||||
reconnecting = [accent]Znovu se připojuji...
|
reconnecting = [accent]Znovu se připojuji...
|
||||||
connecting.data = [accent]Načítám data ze serveru...[]
|
connecting.data = [accent]Načítám data ze serveru...[]
|
||||||
server.port = Port:
|
server.port = Port:
|
||||||
server.invalidport = Neplatné číslo portu!
|
server.invalidport = Neplatné číslo portu!
|
||||||
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]Nepodařilo se otevřít port 6567.[]\n\nUjistěte se, že na vašem zařízení nebo ve vaší síti neběží žádný jiný Mindustry server!
|
||||||
server.error = [scarlet]Chyba při hostování serveru.[]
|
server.error = [scarlet]Chyba při hostování serveru.[]
|
||||||
save.new = Nové uložení hry
|
save.new = Nové uložení hry
|
||||||
save.overwrite = Jsi si jistý, že chceš přepsat\ntuto pozici pro uložení hry?
|
save.overwrite = Jsi si jistý, že chceš přepsat\ntuto pozici pro uložení hry?
|
||||||
@@ -340,7 +340,7 @@ save.rename.text = Nové jméno:
|
|||||||
selectslot = Vyber pozici pro uložení hry.
|
selectslot = Vyber pozici pro uložení hry.
|
||||||
slot = [accent]Pozice {0}[]
|
slot = [accent]Pozice {0}[]
|
||||||
editmessage = Upravit zprávu
|
editmessage = Upravit zprávu
|
||||||
save.corrupted = Uložení je poškozené nebo neplatné.
|
save.corrupted = Uložená hra je poškozená nebo neplatná.
|
||||||
empty = <Prázný>
|
empty = <Prázný>
|
||||||
on = On
|
on = On
|
||||||
off = Off
|
off = Off
|
||||||
@@ -382,8 +382,8 @@ stance.holdfire = Postoj: Přestaň střílet
|
|||||||
stance.pursuetarget = Postoj: Sleduj cíl
|
stance.pursuetarget = Postoj: Sleduj cíl
|
||||||
stance.patrol = Postoj: Hlídej
|
stance.patrol = Postoj: Hlídej
|
||||||
stance.ram = Postoj: Ram\n[lightgray]Přímý pohyb, žádné hledání cesty
|
stance.ram = Postoj: Ram\n[lightgray]Přímý pohyb, žádné hledání cesty
|
||||||
stance.mineauto = Automatic Mining
|
stance.mineauto = Automatická těžba
|
||||||
stance.mine = Mine Item: {0}
|
stance.mine = Těžit předmět: {0}
|
||||||
openlink = Otevřít odkaz
|
openlink = Otevřít odkaz
|
||||||
copylink = Zkopírovat odkaz
|
copylink = Zkopírovat odkaz
|
||||||
back = Zpět
|
back = Zpět
|
||||||
@@ -400,7 +400,7 @@ data.invalid = Herní data nejsou v pořádku.
|
|||||||
data.import.confirm = Import externích dat smaže [scarlet]všechna[] Tvá současná herní data.\n[accent]Toto nelze vrátit zpět![]\n\nPo importu dat se hra bezprostředně sama ukončí.
|
data.import.confirm = Import externích dat smaže [scarlet]všechna[] Tvá současná herní data.\n[accent]Toto nelze vrátit zpět![]\n\nPo importu dat se hra bezprostředně sama ukončí.
|
||||||
quit.confirm = Jsi si jistý, že chceš ukončit hru?
|
quit.confirm = Jsi si jistý, že chceš ukončit hru?
|
||||||
loading = [accent]Načítám...
|
loading = [accent]Načítám...
|
||||||
downloading = [accent]Stahuju...
|
downloading = [accent]Stahuji...
|
||||||
saving = [accent]Ukládám...
|
saving = [accent]Ukládám...
|
||||||
respawn = [accent][[{0}][] k znovuzrození v jádře
|
respawn = [accent][[{0}][] k znovuzrození v jádře
|
||||||
cancelbuilding = [accent][[{0}][] vyčistí plán šablony
|
cancelbuilding = [accent][[{0}][] vyčistí plán šablony
|
||||||
@@ -409,8 +409,8 @@ pausebuilding = [accent][[{0}][] zastaví stavění
|
|||||||
resumebuilding = [scarlet][[{0}][] bude pokračovat ve stavění
|
resumebuilding = [scarlet][[{0}][] bude pokračovat ve stavění
|
||||||
enablebuilding = [scarlet][[{0}][] povolí stavení
|
enablebuilding = [scarlet][[{0}][] povolí stavení
|
||||||
showui = UI je skryto.\nZmáčkni [accent][[{0}][] pro jeho zobrazení.
|
showui = UI je skryto.\nZmáčkni [accent][[{0}][] pro jeho zobrazení.
|
||||||
commandmode.name = [accent]Velící zežim
|
commandmode.name = [accent]Velicí zežim
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [žádné jednotky]
|
||||||
wave = [accent]Vlna číslo {0}[]
|
wave = [accent]Vlna číslo {0}[]
|
||||||
wave.cap = [accent]Vlna {0} z {1}[]
|
wave.cap = [accent]Vlna {0} z {1}[]
|
||||||
wave.waiting = [lightgray]Vlna za {0} vteřin[]
|
wave.waiting = [lightgray]Vlna za {0} vteřin[]
|
||||||
@@ -448,10 +448,12 @@ publish.confirm = Opravdu chceš toto publikovat?\n\n[lightgray]Ujisti se nejprv
|
|||||||
publish.error = Chyba při publikování položky: {0}
|
publish.error = Chyba při publikování položky: {0}
|
||||||
steam.error = Nepodařilo se inicializovat služby platformy Steam. Chyba: {0}
|
steam.error = Nepodařilo se inicializovat služby platformy Steam. Chyba: {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 = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Zdi Na Útesy
|
|
||||||
editor.brush = Štětec
|
editor.brush = Štětec
|
||||||
editor.openin = Otevřít v editoru
|
editor.openin = Otevřít v editoru
|
||||||
editor.oregen = Generování rud
|
editor.oregen = Generování rud
|
||||||
@@ -464,19 +466,19 @@ editor.waves = Vln:
|
|||||||
editor.rules = Pravidla:
|
editor.rules = Pravidla:
|
||||||
editor.generation = Generace:
|
editor.generation = Generace:
|
||||||
editor.objectives = Úkoly:
|
editor.objectives = Úkoly:
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Balíky jazyků
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Upravit název
|
||||||
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.
|
||||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||||
editor.ingame = Upravit ve hře
|
editor.ingame = Upravit ve hře
|
||||||
editor.playtest = Playtest
|
editor.playtest = Test mapy
|
||||||
editor.publish.workshop = Publikovat do Workshopu na Steamu
|
editor.publish.workshop = Publikovat do Workshopu na Steamu
|
||||||
editor.newmap = Nová mapa
|
editor.newmap = Nová mapa
|
||||||
editor.center = Vycentrovat
|
editor.center = Vycentrovat
|
||||||
editor.search = Hledat mapy...
|
editor.search = Hledat mapy...
|
||||||
editor.filters = Filtrovat Mapy
|
editor.filters = Filtrovat mšapy
|
||||||
editor.filters.mode = Herní režimy:
|
editor.filters.mode = Herní režimy:
|
||||||
editor.filters.type = Typ Mapy:
|
editor.filters.type = Typ Mapy:
|
||||||
editor.filters.search = Hledat V:
|
editor.filters.search = Hledat V:
|
||||||
@@ -486,7 +488,7 @@ editor.shiftx = Shift X
|
|||||||
editor.shifty = Shift Y
|
editor.shifty = Shift Y
|
||||||
workshop = Workshop na Steamu
|
workshop = Workshop na Steamu
|
||||||
waves.title = Vlny
|
waves.title = Vlny
|
||||||
waves.team = Team
|
waves.team = Tým
|
||||||
waves.remove = Odebrat
|
waves.remove = Odebrat
|
||||||
waves.every = každých
|
waves.every = každých
|
||||||
waves.waves = vln(y)
|
waves.waves = vln(y)
|
||||||
@@ -495,10 +497,10 @@ waves.perspawn = za zrození
|
|||||||
waves.shields = štítů/vlnu
|
waves.shields = štítů/vlnu
|
||||||
waves.to = do
|
waves.to = do
|
||||||
waves.spawn = zrození:
|
waves.spawn = zrození:
|
||||||
waves.spawn.all = <all>
|
waves.spawn.all = <vše>
|
||||||
waves.spawn.select = Výběr Zrození
|
waves.spawn.select = Výběr Zrození
|
||||||
waves.spawn.none = [scarlet]žádné zrození nebyly nalezeny na mapě
|
waves.spawn.none = [scarlet]žádná místa ke zrození nebyla na mapě nalezena.
|
||||||
waves.max = max jednotek
|
waves.max = max. jednotek
|
||||||
waves.guardian = Strážce
|
waves.guardian = Strážce
|
||||||
waves.preview = Náhled
|
waves.preview = Náhled
|
||||||
waves.edit = Upravit....
|
waves.edit = Upravit....
|
||||||
@@ -514,7 +516,7 @@ waves.sort.begin = Začít
|
|||||||
waves.sort.health = Životy
|
waves.sort.health = Životy
|
||||||
waves.sort.type = Typ
|
waves.sort.type = Typ
|
||||||
waves.search = Hledat vlny...
|
waves.search = Hledat vlny...
|
||||||
waves.filter = Unit Filter
|
waves.filter = Filtr jednotek
|
||||||
waves.units.hide = Schovat vše
|
waves.units.hide = Schovat vše
|
||||||
waves.units.show = Zobrazit vše
|
waves.units.show = Zobrazit vše
|
||||||
|
|
||||||
@@ -523,12 +525,12 @@ wavemode.counts = počty
|
|||||||
wavemode.totals = součty
|
wavemode.totals = součty
|
||||||
wavemode.health = zdraví
|
wavemode.health = zdraví
|
||||||
|
|
||||||
all = All
|
all = Vše
|
||||||
editor.default = [lightgray]<Výchozí>[]
|
editor.default = [lightgray]<Výchozí>[]
|
||||||
details = Podrobnosti...
|
details = Podrobnosti...
|
||||||
edit = Upravit...
|
edit = Upravit...
|
||||||
variables = Hodnoty
|
variables = Hodnoty
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Opravdu chcete z tohoto procesoru odstranit veškerý kód?
|
||||||
logic.restart = Restart
|
logic.restart = Restart
|
||||||
logic.globals = Vestavěné proměnné
|
logic.globals = Vestavěné proměnné
|
||||||
|
|
||||||
@@ -646,8 +648,8 @@ filter.option.floor2 = Druhotný povrch
|
|||||||
filter.option.threshold2 = Druhotný práh
|
filter.option.threshold2 = Druhotný práh
|
||||||
filter.option.radius = Poloměr
|
filter.option.radius = Poloměr
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
filter.option.code = Code
|
filter.option.code = Kód
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Smyčka
|
||||||
|
|
||||||
locales.info = Zde můžete do mapy přidat balíčky národního prostředí pro konkrétní jazyky. V balíčcích národního prostředí má každá vlastnost název a hodnotu. Tyto vlastnosti mohou využívat světoví zpracovatelé a cíle pomocí svých jmen. Podporují formátování textu (nahrazení zástupných symbolů skutečnými hodnotami).\n\n[cyan]Příklad vlastnosti:\n[]název: [accent]timer[]\nvalue: [accent]Příklad časovače, zbývající čas: @[]\n\n[cyan]Usage:\n[]Nastavte jej jako text cíle: [accent]@timer\n\n[]Vytiskněte si to ve světovém procesoru:\n[accent]localeprint "timer"\nformat time\n[gray](kde čas je samostatně vypočítaná proměnná)
|
locales.info = Zde můžete do mapy přidat balíčky národního prostředí pro konkrétní jazyky. V balíčcích národního prostředí má každá vlastnost název a hodnotu. Tyto vlastnosti mohou využívat světoví zpracovatelé a cíle pomocí svých jmen. Podporují formátování textu (nahrazení zástupných symbolů skutečnými hodnotami).\n\n[cyan]Příklad vlastnosti:\n[]název: [accent]timer[]\nvalue: [accent]Příklad časovače, zbývající čas: @[]\n\n[cyan]Usage:\n[]Nastavte jej jako text cíle: [accent]@timer\n\n[]Vytiskněte si to ve světovém procesoru:\n[accent]localeprint "timer"\nformat time\n[gray](kde čas je samostatně vypočítaná proměnná)
|
||||||
locales.deletelocale = Opravdu chcete smazat tento balíček národního prostředí?
|
locales.deletelocale = Opravdu chcete smazat tento balíček národního prostředí?
|
||||||
@@ -664,7 +666,7 @@ locales.showcorrect = Zobrazit vlastnosti, které jsou přítomné ve všech ná
|
|||||||
locales.showmissing = Zobrazit vlastnosti, které v některých národních prostředích chybí
|
locales.showmissing = Zobrazit vlastnosti, které v některých národních prostředích chybí
|
||||||
locales.showsame = Zobrazit vlastnosti, které mají stejné hodnoty v různých národních prostředích
|
locales.showsame = Zobrazit vlastnosti, které mají stejné hodnoty v různých národních prostředích
|
||||||
locales.viewproperty = Zobrazit ve všech lokalitách
|
locales.viewproperty = Zobrazit ve všech lokalitách
|
||||||
locales.viewing = Prohlížení nemovitosti "{0}"
|
locales.viewing = Prohlížení vlastnosti "{0}"
|
||||||
locales.addicon = Přidat ikonu
|
locales.addicon = Přidat ikonu
|
||||||
|
|
||||||
width = Šířka:
|
width = Šířka:
|
||||||
@@ -705,7 +707,7 @@ configure = Přizpůsobit vybavení
|
|||||||
objective.research.name = Výzkum
|
objective.research.name = Výzkum
|
||||||
objective.produce.name = Získat
|
objective.produce.name = Získat
|
||||||
objective.item.name = Získat Věc
|
objective.item.name = Získat Věc
|
||||||
objective.coreitem.name = Jádrova Věc
|
objective.coreitem.name = Přesunout do jádra
|
||||||
objective.buildcount.name = Počet Budov
|
objective.buildcount.name = Počet Budov
|
||||||
objective.unitcount.name = Počet Jednotek
|
objective.unitcount.name = Počet Jednotek
|
||||||
objective.destroyunits.name = Znič Jednotky
|
objective.destroyunits.name = Znič Jednotky
|
||||||
@@ -713,19 +715,19 @@ objective.timer.name = Časovač
|
|||||||
objective.destroyblock.name = Zničit Kostku
|
objective.destroyblock.name = Zničit Kostku
|
||||||
objective.destroyblocks.name = Zničit Kostky
|
objective.destroyblocks.name = Zničit Kostky
|
||||||
objective.destroycore.name = Zničit Jádro
|
objective.destroycore.name = Zničit Jádro
|
||||||
objective.commandmode.name = Příkazovy Režim
|
objective.commandmode.name = Příkazový Režim
|
||||||
objective.flag.name = Vlajka
|
objective.flag.name = Vlajka
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Text tvaru
|
||||||
marker.point.name = Point
|
marker.point.name = Bod
|
||||||
marker.shape.name = Tvar
|
marker.shape.name = Tvar
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Čára
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Textura
|
||||||
|
|
||||||
marker.background = Pozadí
|
marker.background = Pozadí
|
||||||
marker.outline = Outline
|
marker.outline = Obrys
|
||||||
|
|
||||||
objective.research = [accent]Výzkum:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Výzkum:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Zisk:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Zisk:\n[]{0}[lightgray]{1}
|
||||||
@@ -749,18 +751,18 @@ loadout = Načtení
|
|||||||
resources = Zdroje
|
resources = Zdroje
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Zakázané bloky
|
bannedblocks = Zakázané bloky
|
||||||
unbannedblocks = Unbanned Blocks
|
unbannedblocks = Povolené bloky
|
||||||
objectives = Úkoly
|
objectives = Úkoly
|
||||||
bannedunits = Zakázané jednotky
|
bannedunits = Zakázané jednotky
|
||||||
unbannedunits = Unbanned Units
|
unbannedunits = Povolené jednotky
|
||||||
bannedunits.whitelist = Zakázané jednotky jako Whitelist
|
bannedunits.whitelist = Zakázané jednotky jako Whitelist
|
||||||
bannedblocks.whitelist = Zakázané bloky jako Whitelist
|
bannedblocks.whitelist = Zakázané bloky jako Whitelist
|
||||||
addall = Přidat vše
|
addall = Přidat vše
|
||||||
launch.from = Vysláno z: [accent]{0}
|
launch.from = Vysláno z: [accent]{0}
|
||||||
launch.capacity = Odpalovací kapacita: [accent]{0}
|
launch.capacity = Odpalovací kapacita: [accent]{0}
|
||||||
launch.destination = Cíl: {0}
|
launch.destination = Cíl: {0}
|
||||||
landing.sources = Source Sectors: [accent]{0}[]
|
landing.sources = Zdrojové sektory: [accent]{0}[]
|
||||||
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
landing.import = Max. celkový import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
||||||
add = Přidat...
|
add = Přidat...
|
||||||
guardian = Strážce
|
guardian = Strážce
|
||||||
@@ -775,7 +777,7 @@ error.mapnotfound = Soubor s mapou nebyl nalezen!
|
|||||||
error.io = Vstupně/výstupní (I/O) chyba sítě.
|
error.io = Vstupně/výstupní (I/O) chyba sítě.
|
||||||
error.any = Neznámá chyba sítě.
|
error.any = Neznámá chyba sítě.
|
||||||
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
||||||
error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
|
error.moddex = Mindustry nemůže načíst tuto modifikaci.\nVaše zařízení blokuje import Java modifikací kvůli nedávným změnám v Androidu.\nV současnosti neexistuje žádné známé řešení tohoto problému.
|
||||||
|
|
||||||
weather.rain.name = Déšť
|
weather.rain.name = Déšť
|
||||||
weather.snowing.name = Sníh
|
weather.snowing.name = Sníh
|
||||||
@@ -783,7 +785,7 @@ weather.sandstorm.name = Písečná ouře
|
|||||||
weather.sporestorm.name = Spórová bouře
|
weather.sporestorm.name = Spórová bouře
|
||||||
weather.fog.name = Mlha
|
weather.fog.name = Mlha
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Doba hraní sektoru: {0}
|
||||||
campaign.complete = [accent]Nastavení.\n\nNepřítel na {0} byl poražen.\n[lightgray]Poslední sektor byl dobyt.
|
campaign.complete = [accent]Nastavení.\n\nNepřítel na {0} byl poražen.\n[lightgray]Poslední sektor byl dobyt.
|
||||||
|
|
||||||
sectorlist = Sektory
|
sectorlist = Sektory
|
||||||
@@ -799,7 +801,7 @@ sectors.wave = Vlna:
|
|||||||
sectors.stored = Uskladněno:
|
sectors.stored = Uskladněno:
|
||||||
sectors.resume = Pokračovat
|
sectors.resume = Pokračovat
|
||||||
sectors.launch = Vyslat
|
sectors.launch = Vyslat
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d Prohlížet příspěvky
|
||||||
sectors.select = Vybrat
|
sectors.select = Vybrat
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
||||||
@@ -824,7 +826,7 @@ sector.changeicon = Změnit Ikonu
|
|||||||
sector.noswitch.title = Nelze Vyměnit Sektor
|
sector.noswitch.title = Nelze Vyměnit Sektor
|
||||||
sector.noswitch = Sektory nelze přepnut, pokud je stávající sektor pod útokem.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
sector.noswitch = Sektory nelze přepnut, pokud je stávající sektor pod útokem.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
||||||
sector.view = Prohlédnout Sektor
|
sector.view = Prohlédnout Sektor
|
||||||
sector.foundationrequired = [lightgray] Core: Foundation Required
|
sector.foundationrequired = [lightgray] Je vyžadováno Jádro: Základ.
|
||||||
|
|
||||||
threat.low = Nízké
|
threat.low = Nízké
|
||||||
threat.medium = Střední
|
threat.medium = Střední
|
||||||
@@ -832,16 +834,16 @@ threat.high = Velké
|
|||||||
threat.extreme = Extrémní
|
threat.extreme = Extrémní
|
||||||
threat.eradication = Vyhlazující
|
threat.eradication = Vyhlazující
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Odpočinková
|
||||||
difficulty.easy = Easy
|
difficulty.easy = Lehká
|
||||||
difficulty.normal = Normal
|
difficulty.normal = Střední
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Těžká
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Vyhlazující
|
||||||
|
|
||||||
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
difficulty.enemyHealthMultiplier = Zdraví nepřítele: {0}
|
||||||
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
difficulty.enemySpawnMultiplier = Počet nepřátel: {0}
|
||||||
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
difficulty.waveTimeMultiplier = Časovač vlny: {0}
|
||||||
difficulty.nomodifiers = [lightgray](No modifiers)
|
difficulty.nomodifiers = [lightgray](Žádné modifikátory)
|
||||||
|
|
||||||
planets = Planety
|
planets = Planety
|
||||||
|
|
||||||
@@ -866,19 +868,20 @@ sector.windsweptIslands.name = Větrné ostrovy
|
|||||||
sector.extractionOutpost.name = Extrakční základna
|
sector.extractionOutpost.name = Extrakční základna
|
||||||
sector.facility32m.name = Facility 32 M
|
sector.facility32m.name = Facility 32 M
|
||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Zamořené kaňony
|
||||||
sector.planetaryTerminal.name = Planetární odpalovací terminál
|
sector.planetaryTerminal.name = Planetární odpalovací terminál
|
||||||
sector.coastline.name = Pobřežní čára
|
sector.coastline.name = Pobřežní čára
|
||||||
sector.navalFortress.name = Námořní pevnost
|
sector.navalFortress.name = Námořní pevnost
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polární aerodrom
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atoly
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testovací zázemí
|
||||||
sector.seaPort.name = Sea Port
|
sector.seaPort.name = Mořský přístav
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Pevnost podhoubí
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Fronta
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geotermální pevnost
|
||||||
|
|
||||||
sector.groundZero.description = Optimální místo, kde znovu začít. Nízký výskyt nepřátel. Několik málo surovin.\nPosbírej co nejvíce olova a mědi.\nBěž dál.
|
sector.groundZero.description = Optimální místo, kde znovu začít. Nízký výskyt nepřátel. Několik málo surovin.\nPosbírej co nejvíce olova a mědi.\nBěž dál.
|
||||||
sector.frozenForest.description = Dokonce až sem, blízko hor, se dokázaly spóry rozrůst. Mráz je však nemůže zadržet navěky.\n\nPusť se do práce za pomocí energie. Stav spalovací generátory. Nauč se, jak používat opravovací věže.
|
sector.frozenForest.description = Dokonce až sem, blízko hor, se dokázaly spóry rozrůst. Mráz je však nemůže zadržet navěky.\n\nPusť se do práce za pomocí energie. Stav spalovací generátory. Nauč se, jak používat opravovací věže.
|
||||||
@@ -891,8 +894,8 @@ sector.tarFields.description = Rozhraní produkční naftové oblasti mezi horam
|
|||||||
sector.desolateRift.description = Extrémně nebezpečná mapa. Na úkor prostoru se zde nachází přehršel surovin. Vysoká pravděpodobnost zničení. Postav vzdušnou a pozemní obranu co nejdříve to půjde. Nenech se zmást dlouhými prodlevami mezi vlnami nepřátel.
|
sector.desolateRift.description = Extrémně nebezpečná mapa. Na úkor prostoru se zde nachází přehršel surovin. Vysoká pravděpodobnost zničení. Postav vzdušnou a pozemní obranu co nejdříve to půjde. Nenech se zmást dlouhými prodlevami mezi vlnami nepřátel.
|
||||||
sector.nuclearComplex.description = Bývalá továrna na zpracování thoria, dnes v troskách.\n[lightgray]Objev thorium a jeho široké využití.[]\n\nNepřátelské jednotky se zde nacházejí v hojném počtu, a neustále prohledávají oblast.
|
sector.nuclearComplex.description = Bývalá továrna na zpracování thoria, dnes v troskách.\n[lightgray]Objev thorium a jeho široké využití.[]\n\nNepřátelské jednotky se zde nacházejí v hojném počtu, a neustále prohledávají oblast.
|
||||||
sector.fungalPass.description = Přechodová oblast mezi vysokými horami a spórami nasycenou zemí. Nachází se zde malá průzkumná základna Tvého nepřítele.\nZnič ji.\nPoužij mechy Dýka a Slídil. Znič obě nepřátelské jádra.
|
sector.fungalPass.description = Přechodová oblast mezi vysokými horami a spórami nasycenou zemí. Nachází se zde malá průzkumná základna Tvého nepřítele.\nZnič ji.\nPoužij mechy Dýka a Slídil. Znič obě nepřátelské jádra.
|
||||||
sector.biomassFacility.description = Prapůvod všech spór. Toto je zařízení, be kterém byly spóry vynalezeny a zpočátku u vyráběny.\nVynalezni technologii, která se skrýbá uvnitř. Kultivuj spóry k výrobě paliva a plastů.\n\n[lightgray]Po vypnutí tohoto zařízení byly spóry vypuštěny. V okolním ekosystému však tomuto invazivnímu druhu nebylo nic schopné konkurovat.
|
sector.biomassFacility.description = Prapůvod všech spór. Toto je zařízení, ve kterém byly spóry vynalezeny a zpočátku i vyráběny.\nVynalezni technologii, která se skrývá uvnitř. Kultivuj spóry k výrobě paliva a plastů.\n\n[lightgray]Po vypnutí tohoto zařízení byly spóry vypuštěny. V okolním ekosystému však tomuto invazivnímu druhu nebylo nic schopné konkurovat.
|
||||||
sector.windsweptIslands.description = Vzdálen od pevniny je tento řetízek ostrovů. Záznamy ukazují, že zde kdysi byly zařízení na výrobu [accent]Plastany[].\n\nPoraž nepřátelské námořní jednotky. Vybuduj základnu na ostrově. Vynalezni továrny.
|
sector.windsweptIslands.description = Vzdálen od pevniny je tento řetízek ostrovů. Záznamy ukazují, že zde kdysi byly zařízení na výrobu [accent]Plastanů[].\n\nPoraž nepřátelské námořní jednotky. Vybuduj základnu na ostrově. Vynalezni továrny.
|
||||||
sector.extractionOutpost.description = Vzdálená pevnost, postavená nepřítelem za účelem vysílání zdrojů do okolních sektorů.\n\nDoprava položek napříč sektory je nezbytná pro lapení dalších sektorů. Znič základnu. Vyzkoumej jejich Vysílací plošiny.
|
sector.extractionOutpost.description = Vzdálená pevnost, postavená nepřítelem za účelem vysílání zdrojů do okolních sektorů.\n\nDoprava položek napříč sektory je nezbytná pro lapení dalších sektorů. Znič základnu. Vyzkoumej jejich Vysílací plošiny.
|
||||||
sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vstoupila do tohoto systému.\n\nZachraň z vraku vše, co se dá. Vyzkoumej nepoškozenou technologii.
|
sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vstoupila do tohoto systému.\n\nZachraň z vraku vše, co se dá. Vyzkoumej nepoškozenou technologii.
|
||||||
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Nepřítel si vybudoval základnu na odlehlé
|
|||||||
#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
|
||||||
@@ -933,20 +937,20 @@ sector.origin.name = Původ
|
|||||||
|
|
||||||
sector.onset.description = Zahajte dobývání Erekiru. Shromážděte zdroje, vyrobte jednotky a začněte zkoumat technologie.
|
sector.onset.description = Zahajte dobývání Erekiru. Shromážděte zdroje, vyrobte jednotky a začněte zkoumat technologie.
|
||||||
sector.aegis.description = Tento sektor obsahuje ložiska wolframu.\nVyzkoumej [accent]Nárazový vrták[] k vytěžení této suroviny, a znič nepřátelskou základnu.
|
sector.aegis.description = Tento sektor obsahuje ložiska wolframu.\nVyzkoumej [accent]Nárazový vrták[] k vytěžení této suroviny, a znič nepřátelskou základnu.
|
||||||
sector.lake.description = Struskové jezero v tomto sektoru značně omezuje použitelné jednotky. Jedinou možností je vznášecí jednotka.\nVyzkoumej [accent]továrna na výrobu lodí[] a vyrob [accent]elude[] jednotku co nejdříve
|
sector.lake.description = Jezero strusky v tomto sektoru značně omezuje použitelné jednotky. Jedinou možností je vznášecí jednotka.\nVyzkoumej [accent]továrna na výrobu lodí[] a vyrob [accent]Elude[] jednotku co nejdříve
|
||||||
sector.intersect.description = Podle průzkumů bude tento sektor brzy po přistání napaden z více stran.\nRychle vytvořte obranu a co nejdříve expandujte.\n[accent]Mech[] jednotky budou zapotřebí pro překročení teréu v oblasti.
|
sector.intersect.description = Podle průzkumů bude tento sektor brzy po přistání napaden z více stran.\nRychle vytvořte obranu a co nejdříve expandujte.\nJednotky [accent]Mech[] budou zapotřebí pro překročení terénu v oblasti.
|
||||||
sector.atlas.description = Tento sektor obsahuje rozmanitý terén a pro efektivní útok bude vyžadovat různé jednotky.\nPro překonání některých těžších nepřátelských základen zde mohou být nutné i vylepšené jednotky.\nVyzkoumej [accent]Electrolyzér[] a [accent]Přestavovač tanků[].
|
sector.atlas.description = Tento sektor obsahuje rozmanitý terén a pro efektivní útok bude vyžadovat různé jednotky.\nPro překonání některých těžších nepřátelských základen zde mohou být nutné i vylepšené jednotky.\nVyzkoumej [accent]Elektrolyzér[] a [accent]Přestavovač tanků[].
|
||||||
sector.split.description = Minimální přítomnost nepřátel v tomto sektoru je ideální pro testování nových dopravních technologií.
|
sector.split.description = Minimální přítomnost nepřátel v tomto sektoru je ideální pro testování nových dopravních technologií.
|
||||||
sector.basin.description = V tomto sektoru byla zjištěna velká přítomnost nepřátel.\nRychle postavte jednotky a získejte nepřátelská jádra, abyste se prosadili.
|
sector.basin.description = V tomto sektoru byla zjištěna velká přítomnost nepřátel.\nRychle postavte jednotky a získejte nepřátelská jádra, abyste se prosadili.
|
||||||
sector.marsh.description = Tento sektor má hojnost arkycitu, ale má omezené průduchy.\nPostav [accent]Chemické spalovací komory[] k výrobě energie.
|
sector.marsh.description = Tento sektor má hojnost arkycitu, ale má omezené průduchy.\nPostav [accent]Chemické spalovací komory[] k výrobě energie.
|
||||||
sector.peaks.description = Hornatý terén v tomto sektoru činí většinu jednotek nepoužitelnými. Bude zapotřebí létajících jednotek.\nDejte si pozor na nepřátelská protiletecká zařízení. Některá z těchto zařízení je možné vyřadit zaměřením jejich podpůrných budov.
|
sector.peaks.description = Hornatý terén v tomto sektoru činí většinu jednotek nepoužitelnými. Bude zapotřebí létajících jednotek.\nDejte si pozor na nepřátelská protiletecká zařízení. Některá z těchto zařízení je možné vyřadit zaměřením jejich podpůrných budov.
|
||||||
sector.ravine.description = V sektoru nebyla zjištěna žádná nepřátelská jádra, ačkoli se jedná o důležitou dopravní trasu pro nepřítele. Očekávejte rozmanitost nepřátelských sil.\nVyrob [accent]rázová slitina[]. Postav [accent]Aflict[] věže.
|
sector.ravine.description = V sektoru nebyla zjištěna žádná nepřátelská jádra, ačkoli se jedná o důležitou dopravní trasu pro nepřítele. Očekávejte rozmanitost nepřátelských sil.\nVyrob [accent]rázovou slitinu[]. Postav [accent]Aflict[] věže.
|
||||||
sector.caldera-erekir.description = Zdroje zjištěné v tomto sektoru jsou rozptýleny na několika ostrovech. \nVyzkoumejte a nasaďte dopravu pomocí dronů.
|
sector.caldera-erekir.description = Zdroje zjištěné v tomto sektoru jsou rozptýleny na několika ostrovech. \nVyzkoumejte a nasaďte dopravu pomocí dronů.
|
||||||
sector.stronghold.description = Rozsáhlé nepřátelské ležení v tomto sektoru střeží významná ložiska [accent]thoria[].\nPoužijte ho na vývoj jednotek a věží vyšší úrovně.
|
sector.stronghold.description = Rozsáhlé nepřátelské ležení v tomto sektoru střeží významná ložiska [accent]thoria[].\nPoužijte ho na vývoj jednotek a věží vyšší úrovně.
|
||||||
sector.crevice.description = Nepřítel vyšle ostré útočné síly, aby zničily vaši základnu v tomto sektoru.\nVývoj [accent]karbid[] a [accent]Pyrolytický generátor[] může být nezbytný pro přežití.
|
sector.crevice.description = Nepřítel vyšle ostré útočné síly, aby zničily vaši základnu v tomto sektoru.\nVývoj [accent]karbidu[] a [accent]Pyrolytického generátoru[] může být nezbytný pro přežití.
|
||||||
sector.siege.description = V tomto sektoru se nacházejí dva paralelní kaňony, které si vynutí útok dvěma směry.\nVyzkoumej [accent]kyan[] pro získání schopnosti vytvářet ještě silnější tankové jednotky.\nPozor: byly detekovány nepřátelské rakety dlouhého doletu. Rakety mohou být sestřeleny před dopadem.
|
sector.siege.description = V tomto sektoru se nacházejí dva paralelní kaňony, které si vynutí útok dvěma směry.\nVyzkoumej [accent]kyan[] pro získání schopnosti vytvářet ještě silnější tankové jednotky.\nPozor: byly detekovány nepřátelské rakety dlouhého doletu. Rakety mohou být sestřeleny před dopadem.
|
||||||
sector.crossroads.description = Nepřátelské základny v tomto sektoru jsou rozmístěny v různém terénu. Výzkumem různých jednotek se jim přizpůsobíte.\nNěkteré základny jsou navíc chráněny štíty. Zjistěte, jak jsou napájeny.
|
sector.crossroads.description = Nepřátelské základny v tomto sektoru jsou rozmístěny v různém terénu. Výzkumem různých jednotek se jim přizpůsobíte.\nNěkteré základny jsou navíc chráněny štíty. Zjistěte, jak jsou napájeny.
|
||||||
sector.karst.description = Tento sektor je bohatý na zdroje, ale jakmile se zde objeví nové jádro, bude napaden nepřítelem.\nVyužijte zdroje a vyzkoumej [accent]fázová tkanina[].
|
sector.karst.description = Tento sektor je bohatý na zdroje, ale jakmile se zde objeví nové jádro, bude napaden nepřítelem.\nVyužijte zdroje a vyzkoumej [accent]fázovou tkaninu[].
|
||||||
sector.origin.description = Poslední sektor s výrazným výskytem nepřátel.\nŽádné pravděpodobné možnosti výzkumu nezbývají - soustřeďte se výhradně na zničení všech nepřátelských jader.
|
sector.origin.description = Poslední sektor s výrazným výskytem nepřátel.\nŽádné pravděpodobné možnosti výzkumu nezbývají - soustřeďte se výhradně na zničení všech nepřátelských jader.
|
||||||
|
|
||||||
status.burning.name = Hořící
|
status.burning.name = Hořící
|
||||||
@@ -956,7 +960,7 @@ status.muddy.name = Zablácený
|
|||||||
status.melting.name = Tavící
|
status.melting.name = Tavící
|
||||||
status.sapped.name = Vymáchaný
|
status.sapped.name = Vymáchaný
|
||||||
status.electrified.name = Elektrizovaný
|
status.electrified.name = Elektrizovaný
|
||||||
status.spore-slowed.name = Výtrusem Zpomalený
|
status.spore-slowed.name = Výtrusy Zpomalený
|
||||||
status.tarred.name = Dehtovaný
|
status.tarred.name = Dehtovaný
|
||||||
status.overdrive.name = Posílený
|
status.overdrive.name = Posílený
|
||||||
status.overclock.name = Přetaktovaný
|
status.overclock.name = Přetaktovaný
|
||||||
@@ -976,7 +980,7 @@ settings.game = Hra
|
|||||||
settings.sound = Zvuky
|
settings.sound = Zvuky
|
||||||
settings.graphics = Grafika
|
settings.graphics = Grafika
|
||||||
settings.cleardata = Vymazat data hry...
|
settings.cleardata = Vymazat data hry...
|
||||||
settings.clear.confirm = Jsi si jistý, že chceš vymazat Tvá data ve hře?\nTento krok je nevratný!
|
settings.clear.confirm = Jsi si jistý, že chceš vymazat svá data ve hře?\nTento krok je nevratný!
|
||||||
settings.clearall.confirm = [scarlet]Varování![]\nToto vyresetuje všechna Tvá data ve hře, včetně uložení hry, map, odemknutého postupu v kampani a nastavení ovládání.\nJakmile stiskneš "OK", všechna data se vymažou a hra se automaticky ukončí.
|
settings.clearall.confirm = [scarlet]Varování![]\nToto vyresetuje všechna Tvá data ve hře, včetně uložení hry, map, odemknutého postupu v kampani a nastavení ovládání.\nJakmile stiskneš "OK", všechna data se vymažou a hra se automaticky ukončí.
|
||||||
settings.clearsaves.confirm = Opravdu chceš vymazat veškeré Tvé uložené hry?
|
settings.clearsaves.confirm = Opravdu chceš vymazat veškeré Tvé uložené hry?
|
||||||
settings.clearsaves = Vymazat uložené hry
|
settings.clearsaves = Vymazat uložené hry
|
||||||
@@ -995,14 +999,14 @@ error.title = [scarlet]Objevila se chyba[]
|
|||||||
error.crashtitle = Objevila se chyba
|
error.crashtitle = Objevila se chyba
|
||||||
unit.nobuild = [scarlet]Jednotka nemůže stavět
|
unit.nobuild = [scarlet]Jednotka nemůže stavět
|
||||||
lastaccessed = [lightgray]Naposledy použil: {0}
|
lastaccessed = [lightgray]Naposledy použil: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Naposledy veleno: {0}
|
||||||
block.unknown = [lightgray]???[]
|
block.unknown = [lightgray]???[]
|
||||||
|
|
||||||
stat.showinmap = <načti mapu pro zobrazení>
|
stat.showinmap = <načti mapu pro zobrazení>
|
||||||
stat.description = Účel
|
stat.description = Účel
|
||||||
stat.input = Vstup
|
stat.input = Vstup
|
||||||
stat.output = Výstup
|
stat.output = Výstup
|
||||||
stat.maxefficiency = Max Efficiency
|
stat.maxefficiency = Max. účinnost
|
||||||
stat.booster = Posilovač
|
stat.booster = Posilovač
|
||||||
stat.tiles = Vyžadované dlaždice
|
stat.tiles = Vyžadované dlaždice
|
||||||
stat.affinities = Synergie
|
stat.affinities = Synergie
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Protiklady
|
|||||||
stat.powercapacity = Kapacita energie
|
stat.powercapacity = Kapacita energie
|
||||||
stat.powershot = Energie na 1 výstřel
|
stat.powershot = Energie na 1 výstřel
|
||||||
stat.damage = Poškození
|
stat.damage = Poškození
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Zaměřuje vzdušné jednotky
|
stat.targetsair = Zaměřuje vzdušné jednotky
|
||||||
stat.targetsground = Zaměřuje pozemní jednotky
|
stat.targetsground = Zaměřuje pozemní jednotky
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Rychlost pohybu
|
stat.itemsmoved = Rychlost pohybu
|
||||||
stat.launchtime = Čas mezi vysláním
|
stat.launchtime = Čas mezi vysláním
|
||||||
stat.shootrange = Dostřel
|
stat.shootrange = Dostřel
|
||||||
@@ -1079,65 +1085,66 @@ stat.buildspeedmultiplier = Nasobič Rychlostí Stavby
|
|||||||
stat.reactive = Reaguje
|
stat.reactive = Reaguje
|
||||||
stat.immunities = Imunita
|
stat.immunities = Imunita
|
||||||
stat.healing = Léčí se
|
stat.healing = Léčí se
|
||||||
stat.efficiency = [stat]{0}% Efficiency
|
stat.efficiency = [stat]{0}% účinnost
|
||||||
|
|
||||||
ability.forcefield = Silové pole
|
ability.forcefield = Silové pole
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Vytváří silový štít, který pohlcuje kulky.
|
||||||
ability.repairfield = Opravit pole
|
ability.repairfield = Opravit pole
|
||||||
ability.repairfield.description = Repairs nearby units
|
ability.repairfield.description = Opravuje jednotky poblíž.
|
||||||
ability.statusfield = Stav pole
|
ability.statusfield = Stav pole
|
||||||
ability.statusfield.description = Applies a status effect to nearby units
|
ability.statusfield.description = Aplikuje na jednotky poblíž stavové efekty.
|
||||||
ability.unitspawn = továrna
|
ability.unitspawn = továrna
|
||||||
ability.unitspawn.description = Constructs units
|
ability.unitspawn.description = Vyrábí jednotky
|
||||||
ability.shieldregenfield = Silově opravné pole
|
ability.shieldregenfield = Silově opravné pole
|
||||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
ability.shieldregenfield.description = Opravuje štíty blízkých jednotek.
|
||||||
ability.movelightning = Pohybující se blesk
|
ability.movelightning = Pohybující se blesk
|
||||||
ability.movelightning.description = Releases lightning while moving
|
ability.movelightning.description = Při pohybu vystřeluje blesky.
|
||||||
ability.armorplate = Armor Plate
|
ability.armorplate = Pancíř
|
||||||
ability.armorplate.description = Reduces damage taken while shooting
|
ability.armorplate.description = Snižuje poškození od střelby.
|
||||||
ability.shieldarc = Štítovy Oblouk
|
ability.shieldarc = Štítový Oblouk
|
||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
ability.shieldarc.description = Vytváří silový štít oblokového tvaru, který pohlcuje kulky.
|
||||||
ability.suppressionfield = Pole potlačení regenerace
|
ability.suppressionfield = Pole potlačení regenerace
|
||||||
ability.suppressionfield.description = Stops nearby repair buildings
|
ability.suppressionfield.description = Vyřadí z provozu všechny opravné stavby.
|
||||||
ability.energyfield = Energetické pole
|
ability.energyfield = Energetické pole
|
||||||
ability.energyfield.description = Odpráskne blízké nepřátele
|
ability.energyfield.description = Odpráskne blízké nepřátele
|
||||||
ability.energyfield.healdescription = Odpráskne blízké nepřátele a vyléří přátelské jednotky
|
ability.energyfield.healdescription = Odpráskne blízké nepřátele a vyléří přátelské jednotky
|
||||||
ability.regen = Regenerace
|
ability.regen = Regenerace
|
||||||
ability.regen.description = Časem regeneruje svoje zdraví
|
ability.regen.description = Časem regeneruje svoje zdraví
|
||||||
ability.liquidregen = Liquid Absorption
|
ability.liquidregen = Pohlcení tekutiny
|
||||||
ability.liquidregen.description = Absorbs liquid to heal itself
|
ability.liquidregen.description = Pohlcuje tekutiny, čímž se opravuje.
|
||||||
ability.spawndeath = Death Spawns
|
ability.spawndeath = Zrození při zničení
|
||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Při zničení vypustí jednotky.
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Rozlití při zničení
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Při zničení vypustí tekutinu.
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = Rychlost střelby: [stat]{0}/sec[lightgray]
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] zdraví/sek
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] zdraví/pulz
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = Štít: [stat]{0}[lightgray]
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = Rychlost opravy: [stat]{0}/sek[lightgray]
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.slurpheal = [stat]{0}[lightgray] zdraví/jednotka tekutiny
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.cooldown = Čas chladnutí: [stat]{0} sek[lightgray]
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
ability.stat.maxtargets = Max. počet cílů: [stat]{0}[lightgray]
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
ability.stat.sametypehealmultiplier = Počet oprav stejného typu: [stat]{0}%[lightgray]
|
||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.damagereduction = Snížení poškození: [stat]{0}%[lightgray]
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.minspeed = Min. poškození: [stat]{0} tiles/sek[lightgray]
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.duration = Doba trvání: [stat]{0} sek[lightgray]
|
||||||
|
ability.stat.buildtime = Doba trvání stavby: [stat]{0} sek[lightgray]
|
||||||
|
|
||||||
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
bar.displaytoolarge = Rozměry příliš velké\n(Max: {0}x{0})
|
||||||
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
bar.onlycoredeposit = Ukládat je povoleno pouze do Jádra.
|
||||||
bar.drilltierreq = Je vyžadován lepší vrt
|
bar.drilltierreq = Je vyžadován lepší vrt.
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Nedostatek energie v bateriích.
|
||||||
bar.noresources = Chybějí zdroje
|
bar.noresources = Chybějí zdroje.
|
||||||
bar.corereq = Je vyžadováno základní jádro
|
bar.corereq = Je vyžadováno základní jádro.
|
||||||
bar.corefloor = Je vyžadována pozice základní zóny
|
bar.corefloor = Je vyžadována pozice základní zóny.
|
||||||
bar.cargounitcap = Strop nákladové jednotky dosaženo
|
bar.cargounitcap = Strop nákladové jednotky dosažen.
|
||||||
bar.drillspeed = Rychlost vrtu: {0}/s
|
bar.drillspeed = Rychlost vrtu: {0}/s
|
||||||
bar.pumpspeed = Rychlost pumpy: {0}/s
|
bar.pumpspeed = Rychlost pumpy: {0}/s
|
||||||
bar.efficiency = Účinnost: {0}%
|
bar.efficiency = Účinnost: {0}%
|
||||||
bar.boost = Posílení: +{0}%
|
bar.boost = Posílení: +{0}%
|
||||||
bar.powerbuffer = Battery Power: {0}/{1}
|
bar.powerbuffer = Energie v bateriiích: {0}/{1}
|
||||||
bar.powerbalance = Energie: {0}
|
bar.powerbalance = Energie: {0}
|
||||||
bar.powerstored = Uskladněno: {0}/{1}
|
bar.powerstored = Uskladněno: {0}/{1}
|
||||||
bar.poweramount = Energie celkem: {0}
|
bar.poweramount = Energie celkem: {0}
|
||||||
@@ -1168,12 +1175,12 @@ bullet.incendiary = [stat]zápalný
|
|||||||
bullet.homing = [stat]samonaváděcí
|
bullet.homing = [stat]samonaváděcí
|
||||||
bullet.armorpierce = [stat]proražení brnění
|
bullet.armorpierce = [stat]proražení brnění
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
|
bullet.suppression = [stat]{0} sek[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sek[lightgray] interval kulek:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag střel:
|
bullet.frags = [stat]{0}[lightgray]x střepinových střel:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození
|
bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] poškození štítu
|
||||||
bullet.knockback = [stat]{0}[lightgray] odhození[]
|
bullet.knockback = [stat]{0}[lightgray] odhození[]
|
||||||
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
|
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
|
||||||
bullet.infinitepierce = [stat]průrazné[]
|
bullet.infinitepierce = [stat]průrazné[]
|
||||||
@@ -1182,15 +1189,15 @@ bullet.healamount = [stat]{0}[lightgray] přímá oprava
|
|||||||
bullet.multiplier = [stat]{0}[lightgray]x více střel[]
|
bullet.multiplier = [stat]{0}[lightgray]x více střel[]
|
||||||
bullet.reload = [stat]{0}[lightgray]x rychlost střelby[]
|
bullet.reload = [stat]{0}[lightgray]x rychlost střelby[]
|
||||||
bullet.range = [stat]{0}[lightgray] kostek dosah
|
bullet.range = [stat]{0}[lightgray] kostek dosah
|
||||||
bullet.notargetsmissiles = [stat] ignores buildings
|
bullet.notargetsmissiles = [stat] ignoruje budovy
|
||||||
bullet.notargetsbuildings = [stat] ignores missiles
|
bullet.notargetsbuildings = [stat] ignoruje střely
|
||||||
|
|
||||||
unit.blocks = bloky
|
unit.blocks = bloky
|
||||||
unit.blockssquared = bloky²
|
unit.blockssquared = bloky²
|
||||||
unit.powersecond = energie/sekunda
|
unit.powersecond = energie/sekunda
|
||||||
unit.tilessecond = dlaždic/sekundu
|
unit.tilessecond = dlaždic/sekunda
|
||||||
unit.liquidsecond = kapalin/sekundu
|
unit.liquidsecond = kapalin/sekunda
|
||||||
unit.itemssecond = předmětů/sekundu
|
unit.itemssecond = předmětů/sekunda
|
||||||
unit.liquidunits = jednotek kapalin
|
unit.liquidunits = jednotek kapalin
|
||||||
unit.powerunits = jednotek energie
|
unit.powerunits = jednotek energie
|
||||||
unit.heatunits = jednotek tepla
|
unit.heatunits = jednotek tepla
|
||||||
@@ -1204,10 +1211,10 @@ unit.multiplier = x
|
|||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = zdraví štítu
|
unit.shieldhealth = zdraví štítu
|
||||||
unit.items = předměty
|
unit.items = předměty
|
||||||
unit.thousands = tis
|
unit.thousands = tis.
|
||||||
unit.millions = mio
|
unit.millions = mil.
|
||||||
unit.billions = mld
|
unit.billions = mld.
|
||||||
unit.shots = shots
|
unit.shots = střely
|
||||||
unit.pershot = /střela
|
unit.pershot = /střela
|
||||||
category.purpose = Účel
|
category.purpose = Účel
|
||||||
category.general = Všeobecné
|
category.general = Všeobecné
|
||||||
@@ -1217,8 +1224,8 @@ category.items = Předměty
|
|||||||
category.crafting = Vstup/Výstup
|
category.crafting = Vstup/Výstup
|
||||||
category.function = Funkce
|
category.function = Funkce
|
||||||
category.optional = Volitelné vylepšení
|
category.optional = Volitelné vylepšení
|
||||||
setting.alwaysmusic.name = Always Play Music
|
setting.alwaysmusic.name = Vždy přehrávat hudbu
|
||||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
setting.alwaysmusic.description = Pokud je toto nastavení povoleno, bude hudba hrát neustále.Jinak bude hrát pouze v náhodných intervalech.
|
||||||
setting.skipcoreanimation.name = Přeskočit Animaci Odpalu/Přístání Jádra
|
setting.skipcoreanimation.name = Přeskočit Animaci Odpalu/Přístání Jádra
|
||||||
setting.landscape.name = Uzamknout krajinu
|
setting.landscape.name = Uzamknout krajinu
|
||||||
setting.shadows.name = Stíny
|
setting.shadows.name = Stíny
|
||||||
@@ -1257,23 +1264,23 @@ setting.saveinterval.name = Interval automatického ukládání
|
|||||||
setting.seconds = {0} sekund
|
setting.seconds = {0} sekund
|
||||||
setting.milliseconds = {0} milisekund
|
setting.milliseconds = {0} milisekund
|
||||||
setting.fullscreen.name = Celá obrazovka
|
setting.fullscreen.name = Celá obrazovka
|
||||||
setting.borderlesswindow.name = Bezokrajové okno [lightgray](může výt vyžadován restart)
|
setting.borderlesswindow.name = Bezokrajové okno [lightgray](může být vyžadován restart)
|
||||||
setting.borderlesswindow.name.windows = Celá obrazovka bez okrajů
|
setting.borderlesswindow.name.windows = Celá obrazovka bez okrajů
|
||||||
setting.borderlesswindow.description = Pro aplikování změn, je potřeba restart.
|
setting.borderlesswindow.description = Pro aplikování změn je potřeba restart.
|
||||||
setting.fps.name = Ukázat FPS a ping
|
setting.fps.name = Ukázat FPS a ping
|
||||||
setting.console.name = Povolit Konzoli
|
setting.console.name = Povolit Konzoli
|
||||||
setting.smoothcamera.name = Plynulá kamera
|
setting.smoothcamera.name = Plynulá kamera
|
||||||
setting.detach-camera.name = Free Camera
|
setting.detach-camera.name = Free Camera
|
||||||
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 = If enabled, the camera moves independently of the player unit.\nThis setting can be assigned a hotkey.
|
||||||
setting.vsync.name = Vertikální synchronizace
|
setting.vsync.name = Vertikální synchronizace
|
||||||
setting.pixelate.name = Rozpixlovat
|
setting.pixelate.name = Rozpixelovat
|
||||||
setting.minimap.name = Ukázat Mini mapu
|
setting.minimap.name = Ukázat Mini mapu
|
||||||
setting.coreitems.name = Ukázat položky jádra
|
setting.coreitems.name = Ukázat položky jádra
|
||||||
setting.position.name = Ukázat pozici hráče
|
setting.position.name = Ukázat pozici hráče
|
||||||
setting.mouseposition.name = Zobrazit Pozici Myši
|
setting.mouseposition.name = Zobrazit Pozici Myši
|
||||||
setting.musicvol.name = Hlasitost hudby
|
setting.musicvol.name = Hlasitost hudby
|
||||||
setting.atmosphere.name = Ukázat atmosféru planety
|
setting.atmosphere.name = Ukázat atmosféru planety
|
||||||
setting.drawlight.name = Draw Darkness/Lighting
|
setting.drawlight.name = Vykreslit Tmu/Světlo
|
||||||
setting.ambientvol.name = Hlasitost prostředí
|
setting.ambientvol.name = Hlasitost prostředí
|
||||||
setting.mutemusic.name = Ztišit hudbu
|
setting.mutemusic.name = Ztišit hudbu
|
||||||
setting.sfxvol.name = Hlasitost efektů
|
setting.sfxvol.name = Hlasitost efektů
|
||||||
@@ -1281,31 +1288,31 @@ setting.mutesound.name = Ztišit zvuk
|
|||||||
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
||||||
setting.communityservers.name = Fetch Community Server List
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Automaticky ukládat hru
|
setting.savecreate.name = Automaticky ukládat hru
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Veřejná viditelnost hry
|
||||||
setting.playerlimit.name = Nejvyšší počet hráčů
|
setting.playerlimit.name = Nejvyšší počet hráčů
|
||||||
setting.chatopacity.name = Průsvitnost kanálu zpráv
|
setting.chatopacity.name = Průsvitnost kanálu zpráv
|
||||||
setting.lasersopacity.name = Průsvitnost energetického laseru
|
setting.lasersopacity.name = Průsvitnost energetického laseru
|
||||||
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
setting.unitlaseropacity.name = Průsvitnost těžebního laseru jednotek
|
||||||
setting.bridgeopacity.name = Průsvitnost přemostění
|
setting.bridgeopacity.name = Průsvitnost přemostění
|
||||||
setting.playerchat.name = Zobrazit bublinu se zprávami hráče
|
setting.playerchat.name = Zobrazit bublinu se zprávami hráče
|
||||||
setting.showweather.name = Zobrazit Grafiku Počasí
|
setting.showweather.name = Zobrazit Grafiku Počasí
|
||||||
setting.hidedisplays.name = Hide Logic Displays
|
setting.hidedisplays.name = Skrýt displeje logiky
|
||||||
setting.macnotch.name = Přizpůsobte rozhraní zobrazení zářezu
|
setting.macnotch.name = Přizpůsobte rozhraní zobrazení zářezu
|
||||||
setting.macnotch.description = Pro aplikování změn, je potřeba restart
|
setting.macnotch.description = Pro aplikování změn je potřeba restart
|
||||||
steam.friendsonly = Přátele Pouze
|
steam.friendsonly = Pouze pro přátele
|
||||||
steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
|
steam.friendsonly.tooltip = Určuje, zda bude hra přístupná jen tvým přátelům na Steamu, nebo všem.Odškrtnutí udělá hru veřejnou - připojit se bude moci každý.
|
||||||
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
|
setting.maxmagnificationmultiplierpercent.name = Minimální vzdálenost kamery
|
||||||
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
|
setting.minmagnificationmultiplierpercent.name = Maximální vzdálenost kamery
|
||||||
setting.minmagnificationmultiplierpercent.description = High values may cause performance issues.
|
setting.minmagnificationmultiplierpercent.description = Vysoké hodnoty mohou způsobit problémy s výkonem.
|
||||||
public.beta = Poznámka: nevydané verze her nemůžou být veřejné.
|
public.beta = Poznámka: beta verze hry nemůžou vytvářet veřejné hry.
|
||||||
uiscale.reset = Škálování uživatelskho rozhraní se změnilo.\nZmáčkni "OK", abys potvrdil toto nastavení.\n[scarlet]Návrat k původním hodnotám proběhne za [accent]{0}[] vteřin...[]
|
uiscale.reset = Škálování uživatelskho rozhraní se změnilo.\nZmáčkni "OK", abys potvrdil toto nastavení.\n[scarlet]Návrat k původním hodnotám proběhne za [accent]{0}[] vteřin...[]
|
||||||
uiscale.cancel = Ukončit a odejít
|
uiscale.cancel = Ukončit a odejít
|
||||||
setting.bloom.name = Použít filtr Bloom
|
setting.bloom.name = Použít filtr Bloom
|
||||||
keybind.title = Změnit klávesy
|
keybind.title = Změnit klávesy
|
||||||
keybinds.mobile = [scarlet]Většina kláves nefunguje v mobilní verzi hry. Je podporován jen základní pohyb.[]
|
keybinds.mobile = [scarlet]Většina kláves v mobilní verzi hry nefunguje. Je podporován jen základní pohyb.[]
|
||||||
category.general.name = Všeobecné
|
category.general.name = Všeobecné
|
||||||
category.view.name = Pohled
|
category.view.name = Pohled
|
||||||
category.command.name = Unit Command
|
category.command.name = Velení jednotkám
|
||||||
category.multiplayer.name = Hra více hráčů
|
category.multiplayer.name = Hra více hráčů
|
||||||
category.blocks.name = Výběr bloků
|
category.blocks.name = Výběr bloků
|
||||||
placement.blockselectkeys = \n[lightgray]Klávesa:[] [{0},
|
placement.blockselectkeys = \n[lightgray]Klávesa:[] [{0},
|
||||||
@@ -1333,17 +1340,17 @@ keybind.unit_stance_pursue_target.name = Postoj jednotky: Pronásleduj cíl
|
|||||||
keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej
|
keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej
|
||||||
keybind.unit_stance_ram.name = Postoj jednotky: Ram
|
keybind.unit_stance_ram.name = Postoj jednotky: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Příkaz jednotce: Hýbej se
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Příkaz jednotce: Opravuj
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Příkaz jednotce: Znovu stav
|
||||||
keybind.unit_command_assist.name = Unit Command: Assist
|
keybind.unit_command_assist.name = Příkaz jednotce: Asistuj
|
||||||
keybind.unit_command_mine.name = Unit Command: Mine
|
keybind.unit_command_mine.name = Příkaz jednotce: Těž
|
||||||
keybind.unit_command_boost.name = Unit Command: Boost
|
keybind.unit_command_boost.name = Příkaz jednotce: Posiluj
|
||||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Příkaz jednotce: Nakládej jednotky
|
||||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Příkaz jednotce: Nakládej bloky
|
||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Příkaz jednotce: Vykládej náklad
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Příkaz jednotce: Nalož náklad
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Příkaz jednotce: Smyčkový přenos jednotek
|
||||||
|
|
||||||
keybind.rebuild_select.name = Přestavět Region
|
keybind.rebuild_select.name = Přestavět Region
|
||||||
keybind.schematic_select.name = Vybrat oblast
|
keybind.schematic_select.name = Vybrat oblast
|
||||||
@@ -1373,8 +1380,8 @@ keybind.pick.name = Vybrat blok
|
|||||||
keybind.break_block.name = Rozbít blok
|
keybind.break_block.name = Rozbít blok
|
||||||
keybind.select_all_units.name = Vybrat Všechny Jednotky
|
keybind.select_all_units.name = Vybrat Všechny Jednotky
|
||||||
keybind.select_all_unit_factories.name = Vybrat Všechny Továrny Jednotek
|
keybind.select_all_unit_factories.name = Vybrat Všechny Továrny Jednotek
|
||||||
keybind.select_all_unit_transport.name = Select All Unit Transports
|
keybind.select_all_unit_transport.name = Vybrat všechny transporty jednotek
|
||||||
keybind.select_across_screen.name = Select Across Screen (Hold)
|
keybind.select_across_screen.name = Výběr napříč obrazovkou (Držet)
|
||||||
keybind.deselect.name = Odznačit
|
keybind.deselect.name = Odznačit
|
||||||
keybind.pickupCargo.name = Vyzvednout náklad
|
keybind.pickupCargo.name = Vyzvednout náklad
|
||||||
keybind.dropCargo.name = Položit náklad
|
keybind.dropCargo.name = Položit náklad
|
||||||
@@ -1382,7 +1389,7 @@ keybind.shoot.name = Střílet
|
|||||||
keybind.zoom.name = Přiblížení
|
keybind.zoom.name = Přiblížení
|
||||||
keybind.menu.name = Hlavní nabídka
|
keybind.menu.name = Hlavní nabídka
|
||||||
keybind.pause.name = Pozastavení hry
|
keybind.pause.name = Pozastavení hry
|
||||||
keybind.skip_wave.name = Skip Wave
|
keybind.skip_wave.name = Přeskočit vlnu
|
||||||
keybind.pause_building.name = Pozastavit nebo spustit stavění
|
keybind.pause_building.name = Pozastavit nebo spustit stavění
|
||||||
keybind.minimap.name = Mini mapa
|
keybind.minimap.name = Mini mapa
|
||||||
keybind.planet_map.name = Planetární mapa
|
keybind.planet_map.name = Planetární mapa
|
||||||
@@ -1415,31 +1422,33 @@ mode.attack.description = Znič nepřátelskou základnu.\n[gray]Vyžaduje pří
|
|||||||
mode.custom = Vlastní pravidla
|
mode.custom = Vlastní pravidla
|
||||||
|
|
||||||
rules.invaliddata = Neplatná data ze schránky.
|
rules.invaliddata = Neplatná data ze schránky.
|
||||||
rules.hidebannedblocks = Schovat Zakázané Kostky
|
rules.hidebannedblocks = Schovat zakázané kostky
|
||||||
rules.infiniteresources = Neomezeně surovin
|
rules.infiniteresources = Neomezeně surovin
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Plnit jádro pouze předměty
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Povolit ukládání pouze do jádra
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Povolit opravu opuštěných bloků
|
||||||
rules.reactorexplosions = Výbuch reaktoru
|
rules.reactorexplosions = Výbuch reaktoru
|
||||||
rules.coreincinerates = Jádro Spaluje Nadbytečné Suroviny
|
rules.coreincinerates = Jádro Spaluje Nadbytečné Suroviny
|
||||||
rules.disableworldprocessors = Zakázat Světové Procesory
|
rules.disableworldprocessors = Zakázat Světové Procesory
|
||||||
rules.schematic = Šablony povoleny
|
rules.schematic = Šablony povoleny
|
||||||
rules.wavetimer = Časovač vln
|
rules.wavetimer = Časovač vln
|
||||||
rules.wavesending = Wave Sending
|
rules.wavesending = Posílání vln
|
||||||
rules.allowedit = Allow Editing Rules
|
rules.allowedit = Povolit úpravy pravidel
|
||||||
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 = Když je toto nastavení povoleno, hráč může upravovat pravidla během hry skrz tlačítko v levém dolním rohu menu Pauzy.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Povolit úpravy světových procesorů.
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = Když je toto nastavení povoleno, bloky logiky světa lze umisťovat a upravovat i mimo editor.
|
||||||
rules.waves = Vlny
|
rules.waves = Vlny
|
||||||
rules.airUseSpawns = Air units use spawn points
|
rules.airUseSpawns = Air units use spawn points
|
||||||
rules.wavespawnatcores = Waves Spawn At Cores
|
rules.wavespawnatcores = Vlny se objevují u jader
|
||||||
rules.wavespawnatcores.info = When enabled in attack mode, waves spawn near all enemy cores.
|
rules.wavespawnatcores.info = Když je toto nastavení povoleno, budou se v útočném režimu objevovat vlny u všech nepřátelských jader.
|
||||||
rules.attack = Režim útoku
|
rules.attack = Režim útoku
|
||||||
rules.buildai = Umělá AI staví
|
rules.buildai = AI staví
|
||||||
rules.buildaitier = Úroveň AI stavitele
|
rules.buildaitier = Úroveň AI stavitele
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = Útočná RTS 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 = Na útočných mapách vytváří skupiny jednotek, které útočí na hráčské základny inteligentnějším způsobem.
|
||||||
|
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 velikost skupiny
|
rules.rtsminsquadsize = Min velikost skupiny
|
||||||
rules.rtsmaxsquadsize = Max velikost skupiny
|
rules.rtsmaxsquadsize = Max velikost skupiny
|
||||||
rules.rtsminattackweight = Min váha útoku
|
rules.rtsminattackweight = Min váha útoku
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Bevægelseshastighed
|
stat.itemsmoved = Bevægelseshastighed
|
||||||
stat.launchtime = Tid mellem affyringer
|
stat.launchtime = Tid mellem affyringer
|
||||||
stat.shootrange = Rækkevidde
|
stat.shootrange = Rækkevidde
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Bewegungsgeschwindigkeit
|
stat.itemsmoved = Bewegungsgeschwindigkeit
|
||||||
stat.launchtime = Zeit zwischen Starts
|
stat.launchtime = Zeit zwischen Starts
|
||||||
stat.shootrange = Reichweite
|
stat.shootrange = Reichweite
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = ¿Quieres publicar esto?\n\n[lightgray]¡Asegúrate de aceptar
|
|||||||
publish.error = Error publicando el artículo: {0}
|
publish.error = Error publicando el artículo: {0}
|
||||||
steam.error = Error al inicializar los servicios de Steam.\nError: {0}
|
steam.error = Error al inicializar los servicios de 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 = Semilla de generación:
|
editor.seed = Semilla de generación:
|
||||||
editor.cliffs = Convertir paredes en colinas
|
|
||||||
editor.brush = Pincel
|
editor.brush = Pincel
|
||||||
editor.openin = Abrir en el editor
|
editor.openin = Abrir en el editor
|
||||||
editor.oregen = Generación de minerales
|
editor.oregen = Generación de minerales
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ sector.navalFortress.description = El enemigo ha establecido una base en una rem
|
|||||||
#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 +1014,10 @@ stat.opposites = Opuestos
|
|||||||
stat.powercapacity = Capacidad de energía
|
stat.powercapacity = Capacidad de energía
|
||||||
stat.powershot = Energía/Disparo
|
stat.powershot = Energía/Disparo
|
||||||
stat.damage = Daño
|
stat.damage = Daño
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Apunta al aire
|
stat.targetsair = Apunta al aire
|
||||||
stat.targetsground = Apunta a tierra
|
stat.targetsground = Apunta a tierra
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Velocidad de movimiento
|
stat.itemsmoved = Velocidad de movimiento
|
||||||
stat.launchtime = Tiempo entre lanzamientos
|
stat.launchtime = Tiempo entre lanzamientos
|
||||||
stat.shootrange = Alcance
|
stat.shootrange = Alcance
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = IA enemiga avanzada (RTS AI)
|
rules.rtsai = IA enemiga avanzada (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 = Tamaño mínimo de escuadrón
|
rules.rtsminsquadsize = Tamaño mínimo de escuadrón
|
||||||
rules.rtsmaxsquadsize = Tamaño máximo de escuadrón
|
rules.rtsmaxsquadsize = Tamaño máximo de escuadrón
|
||||||
rules.rtsminattackweight = Peso mínimo de ataque
|
rules.rtsminattackweight = Peso mínimo de ataque
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Transportimise kiirus
|
stat.itemsmoved = Transportimise kiirus
|
||||||
stat.launchtime = Aeg lendutõusude vahel
|
stat.launchtime = Aeg lendutõusude vahel
|
||||||
stat.shootrange = Ulatus
|
stat.shootrange = Ulatus
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Garraio-abiadura
|
stat.itemsmoved = Garraio-abiadura
|
||||||
stat.launchtime = Egozketen arteko denbora
|
stat.launchtime = Egozketen arteko denbora
|
||||||
stat.shootrange = Irismena
|
stat.shootrange = Irismena
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Liikkumisnopeus
|
stat.itemsmoved = Liikkumisnopeus
|
||||||
stat.launchtime = Aika laukaisujen välillä
|
stat.launchtime = Aika laukaisujen välillä
|
||||||
stat.shootrange = Kantama
|
stat.shootrange = Kantama
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -799,7 +801,7 @@ 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.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)
|
||||||
@@ -877,6 +879,7 @@ 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.sunkenPier.name = Elsüllyedt móló
|
||||||
sector.cruxscape.name = Crux-vidék
|
sector.cruxscape.name = Crux-vidék
|
||||||
sector.geothermalStronghold.name = Geotermikus erődítmény
|
sector.geothermalStronghold.name = Geotermikus erődítmény
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ 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
|
||||||
@@ -949,15 +953,15 @@ 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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Ellentettek
|
|||||||
stat.powercapacity = Maximális tárolási kapacitás
|
stat.powercapacity = Maximális tárolási kapacitás
|
||||||
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.itemsmoved = Szállítási sebesség
|
stat.itemsmoved = Szállítási sebesség
|
||||||
stat.launchtime = Kilövések közötti idő
|
stat.launchtime = Kilövések közötti idő
|
||||||
stat.shootrange = Hatótávolság
|
stat.shootrange = Hatótávolság
|
||||||
@@ -1096,7 +1102,7 @@ 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
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] életerő/mp
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
||||||
ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
||||||
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] hárítási esély
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
|
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/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)
|
||||||
@@ -1440,6 +1447,8 @@ rules.buildaitier = Építő MI szintje
|
|||||||
rules.rtsai = RTS MI
|
rules.rtsai = RTS MI
|
||||||
rules.rtsai.campaign = RTS támadó-MI
|
rules.rtsai.campaign = RTS 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.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 = Minimális osztagméret
|
rules.rtsminsquadsize = Minimális osztagméret
|
||||||
rules.rtsmaxsquadsize = Maximális osztagméret
|
rules.rtsmaxsquadsize = Maximális osztagméret
|
||||||
rules.rtsminattackweight = Minimális támadási súly
|
rules.rtsminattackweight = Minimális támadási súly
|
||||||
@@ -1663,7 +1672,7 @@ 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
|
||||||
@@ -2472,9 +2481,9 @@ 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.
|
||||||
|
|||||||
@@ -352,8 +352,8 @@ 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
|
||||||
@@ -448,10 +448,12 @@ publish.confirm = Apakah Anda yakin untuk menerbitkan ini?\n\n[lightgray]Pastika
|
|||||||
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 untuk 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
|
||||||
@@ -516,7 +518,7 @@ 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 +608,22 @@ 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 +632,7 @@ 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
|
||||||
@@ -807,7 +809,7 @@ 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! [accent]Damage sebesar {0}%
|
||||||
sectors.underattack.nodamage = [scarlet]Belum Dikuasai
|
sectors.underattack.nodamage = [scarlet]Belum Dikuasai
|
||||||
sectors.survives = [accent]Bertahan sebanyak {0} gelombang
|
sectors.survives = [accent]Bertahan sebanyak {0} gelombang
|
||||||
sectors.go = Mulai
|
sectors.go = Mulai
|
||||||
@@ -818,7 +820,7 @@ 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
|
||||||
@@ -866,19 +868,20 @@ 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 = Aerodrom 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 +905,7 @@ 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 +950,7 @@ 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
|
||||||
@@ -977,7 +981,7 @@ settings.sound = Suara
|
|||||||
settings.graphics = Grafik
|
settings.graphics = Grafik
|
||||||
settings.cleardata = Hapus Data Permainan...
|
settings.cleardata = Hapus Data Permainan...
|
||||||
settings.clear.confirm = Anda yakin ingin menghapus data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
settings.clear.confirm = Anda yakin ingin menghapus 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 menghapus semua data permainan, termasuk simpanan, peta, teknologi yang terbuka, dan keybind.\nSetelah Anda menekan 'ok', permainan akan menghapus semua data dan keluar otomatis.
|
||||||
settings.clearsaves.confirm = Anda yakin ingin menghapus semua simpanan?
|
settings.clearsaves.confirm = Anda yakin ingin menghapus semua simpanan?
|
||||||
settings.clearsaves = Bersihkan Simpanan
|
settings.clearsaves = Bersihkan Simpanan
|
||||||
settings.clearresearch = Bersihkan Penelitian
|
settings.clearresearch = Bersihkan Penelitian
|
||||||
@@ -1010,8 +1014,10 @@ 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.itemsmoved = Kecepatan Barang
|
stat.itemsmoved = Kecepatan Barang
|
||||||
stat.launchtime = Waktu Antara Peluncuran
|
stat.launchtime = Waktu Antara Peluncuran
|
||||||
stat.shootrange = Jarak
|
stat.shootrange = Jarak
|
||||||
@@ -1081,8 +1087,8 @@ 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
|
||||||
@@ -1090,15 +1096,15 @@ 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 Regenerasi Perisai
|
||||||
ability.shieldregenfield.description = Meregenerasi perisai unit di sekitar
|
ability.shieldregenfield.description = Meregenerasi 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 = Pelindung 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 Regen
|
||||||
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 menyembuhkan sekutu
|
||||||
@@ -1111,19 +1117,20 @@ 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] 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 +1140,12 @@ 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}
|
||||||
@@ -1167,7 +1174,7 @@ 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 penahanan 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:
|
||||||
@@ -1248,7 +1255,7 @@ 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 +1267,19 @@ 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 +1295,7 @@ 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 +1308,8 @@ 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 +1447,8 @@ 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 = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
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
|
||||||
@@ -1454,7 +1463,7 @@ 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.solarmultiplier = Penggandaan Tenaga Surya
|
rules.solarmultiplier = Penggandaan Tenaga Surya
|
||||||
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
||||||
@@ -1521,7 +1530,7 @@ 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
|
||||||
@@ -1680,41 +1689,41 @@ 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 +1747,7 @@ 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 +1826,8 @@ 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 +1957,8 @@ 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 +1966,7 @@ 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 Lapis Torium
|
||||||
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
|
||||||
@@ -2091,14 +2100,14 @@ 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.
|
||||||
@@ -2114,10 +2123,10 @@ 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. Luncurkan serangan balik.
|
||||||
@@ -2186,8 +2195,8 @@ 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 +2232,10 @@ 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 +2320,9 @@ 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 +2338,9 @@ 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 +2360,14 @@ 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 +2375,7 @@ 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.
|
||||||
@@ -2404,9 +2413,9 @@ 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 memperbaiki 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 +2428,7 @@ 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.
|
||||||
@@ -2472,14 +2481,14 @@ 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.
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Velocità
|
stat.itemsmoved = Velocità
|
||||||
stat.launchtime = Tempo tra Lanci
|
stat.launchtime = Tempo tra Lanci
|
||||||
stat.shootrange = Raggio
|
stat.shootrange = Raggio
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
editor.brush = 브러쉬
|
||||||
editor.openin = 편집기 열기
|
editor.openin = 편집기 열기
|
||||||
editor.oregen = 광물 무작위 생성
|
editor.oregen = 광물 무작위 생성
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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
|
||||||
@@ -1010,8 +1014,10 @@ 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.itemsmoved = 이동 속도
|
stat.itemsmoved = 이동 속도
|
||||||
stat.launchtime = 출격 간격
|
stat.launchtime = 출격 간격
|
||||||
stat.shootrange = 사거리
|
stat.shootrange = 사거리
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1414,14 +1421,14 @@ mode.attack.name = 공격
|
|||||||
mode.attack.description = 적의 기지를 파괴하세요.\n[gray]플레이하려면 맵에 적 코어가 필요합니다.
|
mode.attack.description = 적의 기지를 파괴하세요.\n[gray]플레이하려면 맵에 적 코어가 필요합니다.
|
||||||
mode.custom = 사용자 정의 규칙
|
mode.custom = 사용자 정의 규칙
|
||||||
|
|
||||||
rules.invaliddata = 잘못된 클립보드 데이터 입니다.
|
rules.invaliddata = 잘못된 클립보드 데이터입니다.
|
||||||
rules.hidebannedblocks = 금지된 블록 숨기기
|
rules.hidebannedblocks = 금지된 블록 숨기기
|
||||||
rules.infiniteresources = 무한 자원
|
rules.infiniteresources = 무한 자원
|
||||||
rules.fillitems = 코어를 자원으로 채움
|
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 +1447,8 @@ 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 = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
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
|
||||||
@@ -1698,10 +1707,10 @@ 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 타일
|
||||||
@@ -2635,7 +2644,7 @@ 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.
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Judėjimo Greitis
|
stat.itemsmoved = Judėjimo Greitis
|
||||||
stat.launchtime = Laikas Tarp Paleidimų
|
stat.launchtime = Laikas Tarp Paleidimų
|
||||||
stat.shootrange = Atstumas
|
stat.shootrange = Atstumas
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Beweegingssnelheid
|
stat.itemsmoved = Beweegingssnelheid
|
||||||
stat.launchtime = Tijd tussen lanceringen
|
stat.launchtime = Tijd tussen lanceringen
|
||||||
stat.shootrange = Bereik
|
stat.shootrange = Bereik
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Оплот Агрессоров
|
sector.cruxscape.name = Оплот Агрессоров
|
||||||
sector.geothermalStronghold.name = Геотермальная крепость
|
sector.geothermalStronghold.name = Геотермальная крепость
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ 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
|
||||||
@@ -1010,8 +1014,10 @@ 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.itemsmoved = Скорость перемещения
|
stat.itemsmoved = Скорость перемещения
|
||||||
stat.launchtime = Интервал запусков
|
stat.launchtime = Интервал запусков
|
||||||
stat.shootrange = Радиус действия
|
stat.shootrange = Радиус действия
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] здоровья/сек
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] здоровья/раз
|
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}/сек[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
|
||||||
@@ -1440,6 +1447,8 @@ rules.buildaitier = Уровень баз ИИ
|
|||||||
rules.rtsai = ИИ в реальном времени
|
rules.rtsai = ИИ в реальном времени
|
||||||
rules.rtsai.campaign = ИИ в реальном времени
|
rules.rtsai.campaign = ИИ в реальном времени
|
||||||
rules.rtsai.campaign.info = В секторах атаки, враги будут собираться в отряды и действовать умнее.
|
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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Brzina kretanja
|
stat.itemsmoved = Brzina kretanja
|
||||||
stat.launchtime = Vreme između lansiranja
|
stat.launchtime = Vreme između lansiranja
|
||||||
stat.shootrange = Domet
|
stat.shootrange = Domet
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = ความเร็วการเคลื่อนย้าย
|
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
||||||
stat.launchtime = เวลาระหว่างการส่ง
|
stat.launchtime = เวลาระหว่างการส่ง
|
||||||
stat.shootrange = ระยะยิง
|
stat.shootrange = ระยะยิง
|
||||||
@@ -1116,6 +1122,7 @@ 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}
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.itemsmoved = Hareket Hızı
|
stat.itemsmoved = Hareket Hızı
|
||||||
stat.launchtime = Fırlatmalar Arasındaki Süre
|
stat.launchtime = Fırlatmalar Arasındaki Süre
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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}
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +958,7 @@ 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 +966,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1096,7 +1102,7 @@ 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 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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 = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
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
|
||||||
@@ -1663,7 +1672,7 @@ 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
|
||||||
@@ -2472,9 +2481,9 @@ 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.
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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 = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ 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 = Sunken Pier
|
||||||
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 +905,7 @@ 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
|
||||||
@@ -1010,8 +1014,10 @@ 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 = Frequency
|
||||||
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 = Crush Damage
|
||||||
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
|
||||||
@@ -1116,6 +1122,7 @@ 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] deflect chance
|
||||||
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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ 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
|
||||||
@@ -877,6 +879,7 @@ 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 +905,7 @@ 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 +1014,10 @@ 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.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
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
@@ -1440,6 +1447,8 @@ 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
|
||||||
|
|||||||
BIN
core/assets/maps/hidden-serpulo/0.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/0.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/111.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/111.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/116.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/116.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/127.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/127.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/13.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/13.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/133.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/133.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/16.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/16.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/161.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/161.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/176.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/176.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/180.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/180.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/185.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/185.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/19.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/19.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/191.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/191.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/192.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/192.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/197.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/197.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/200.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/200.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/207.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/207.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/225.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/225.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/24.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/24.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/248.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/248.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/254.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/254.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/259.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/259.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/263.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/263.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/265.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/265.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/47.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/47.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/55.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/55.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/6.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/6.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/66.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/66.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/67.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/67.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/69.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/69.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/76.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/76.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/92.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/92.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/94.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/94.msav
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
core/assets/maps/sunkenPier.msav
Normal file
BIN
core/assets/maps/sunkenPier.msav
Normal file
Binary file not shown.
@@ -1 +1 @@
|
|||||||
{presets:{windsweptIslands:97,stainedMountains:223,weatheredChannels:166,craters:219,extractionOutpost:213,coastline:164,navalFortress:165,frontier:86,groundZero:170,mycelialBastion:143,facility32m:65,atolls:75,overgrowth:142,testingGrounds:169,frozenForest:64,saltFlats:98,taintedWoods:145,infestedCanyons:85,desolateRift:271,nuclearComplex:228,ruinousShores:41,planetaryTerminal:217,impact0078:266,seaPort:214,geothermalStronghold:264,cruxscape:54,fungalPass:221,tarFields:99,biomassFacility:23},attackSectors:[0,6,13,16,19,20,24,27,30,47,55,66,67,69,76,92,94,103,111,116,127,133,138,150,157,161,162,176,180,185,191,192,197,200,204,207,225,230,237,242,243,244,245,246,247,248,251,254,259,263,265]}
|
{presets:{windsweptIslands:97,stainedMountains:223,weatheredChannels:166,craters:219,extractionOutpost:213,coastline:164,navalFortress:165,frontier:86,sunkenPier:173,groundZero:170,mycelialBastion:143,facility32m:65,atolls:75,overgrowth:142,testingGrounds:169,frozenForest:64,saltFlats:98,taintedWoods:145,infestedCanyons:85,desolateRift:271,nuclearComplex:228,ruinousShores:41,planetaryTerminal:217,impact0078:266,seaPort:214,geothermalStronghold:264,cruxscape:54,fungalPass:221,tarFields:99,biomassFacility:23},attackSectors:[0,6,13,16,19,20,24,27,30,47,55,66,67,69,76,92,94,103,111,116,127,133,138,150,157,161,162,176,180,185,191,192,197,200,204,207,225,230,237,242,243,244,245,246,247,248,251,254,259,263,265]}
|
||||||
@@ -54,12 +54,17 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||||||
//debug GL information
|
//debug GL information
|
||||||
Log.info("[GL] Version: @", graphics.getGLVersion());
|
Log.info("[GL] Version: @", graphics.getGLVersion());
|
||||||
Log.info("[GL] Max texture size: @", maxTextureSize);
|
Log.info("[GL] Max texture size: @", maxTextureSize);
|
||||||
Log.info("[GL] Using @ context.", gl30 != null ? "OpenGL 3" : "OpenGL 2");
|
Log.info("[GL] Using @ API.", gl30 != null ? "OpenGL 3" : "OpenGL 2");
|
||||||
if(gl30 == null) Log.warn("[GL] Your device or video drivers do not support OpenGL 3. This will cause performance issues.");
|
|
||||||
if(NvGpuInfo.hasMemoryInfo()){
|
if(GpuDetect.gpus.size > 0) Log.info("[GL] Detected GPU: @", GpuDetect.gpus.toString(", "));
|
||||||
Log.info("[GL] Total available VRAM: @mb", NvGpuInfo.getMaxMemoryKB()/1024);
|
if(GpuDetect.hasIntel && !graphics.isGL30Available()) Log.warn("[GL] Intel GPU detected. Due to memory corruption issues, OpenGL 3 support has been disabled for Intel GPUs. See issue #11041.");
|
||||||
}
|
|
||||||
|
if(gl30 == null && !GpuDetect.hasIntel) Log.warn("[GL] Your device or video drivers do not support OpenGL 3. This will cause performance issues.");
|
||||||
|
|
||||||
|
if(NvGpuInfo.hasMemoryInfo()) Log.info("[GL] Total available VRAM: @mb", NvGpuInfo.getMaxMemoryKB()/1024);
|
||||||
|
|
||||||
if(maxTextureSize < 4096) Log.warn("[GL] Your maximum texture size is below the recommended minimum of 4096. This will cause severe performance issues.");
|
if(maxTextureSize < 4096) Log.warn("[GL] Your maximum texture size is below the recommended minimum of 4096. This will cause severe performance issues.");
|
||||||
|
|
||||||
Log.info("[JAVA] Version: @", OS.javaVersion);
|
Log.info("[JAVA] Version: @", OS.javaVersion);
|
||||||
if(Core.app.isAndroid()){
|
if(Core.app.isAndroid()){
|
||||||
Log.info("[ANDROID] API level: @", Core.app.getVersion());
|
Log.info("[ANDROID] API level: @", Core.app.getVersion());
|
||||||
|
|||||||
@@ -58,7 +58,7 @@ public class Vars implements Loadable{
|
|||||||
/** If true, mod code and scripts do not run. For internal testing only. This WILL break mods if enabled. */
|
/** If true, mod code and scripts do not run. For internal testing only. This WILL break mods if enabled. */
|
||||||
public static boolean skipModCode = false;
|
public static boolean skipModCode = false;
|
||||||
/** Default accessible content types used for player-selectable icons. */
|
/** Default accessible content types used for player-selectable icons. */
|
||||||
public static final ContentType[] defaultContentIcons = {ContentType.item, ContentType.liquid, ContentType.block, ContentType.unit};
|
public static final ContentType[] defaultContentIcons = {ContentType.item, ContentType.liquid, ContentType.block, ContentType.unit, ContentType.status};
|
||||||
/** Default rule environment. */
|
/** Default rule environment. */
|
||||||
public static final int defaultEnv = Env.terrestrial | Env.spores | Env.groundOil | Env.groundWater | Env.oxygen;
|
public static final int defaultEnv = Env.terrestrial | Env.spores | Env.groundOil | Env.groundWater | Env.oxygen;
|
||||||
/** Wall darkness radius. */
|
/** Wall darkness radius. */
|
||||||
|
|||||||
@@ -223,6 +223,11 @@ public class BuilderAI extends AIController{
|
|||||||
return state.rules.waves && unit.team == state.rules.waveTeam && !unit.team.rules().rtsAi;
|
return state.rules.waves && unit.team == state.rules.waveTeam && !unit.team.rules().rtsAi;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public boolean shouldFire(){
|
||||||
|
return !(unit.controller() instanceof CommandAI ai) || ai.shouldFire();
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public boolean shouldShoot(){
|
public boolean shouldShoot(){
|
||||||
return !unit.isBuilding() && unit.type.canAttack;
|
return !unit.isBuilding() && unit.type.canAttack;
|
||||||
|
|||||||
@@ -129,6 +129,7 @@ public class PhysicsProcess implements AsyncProcess{
|
|||||||
private final Seq<PhysicsBody> seq = new Seq<>(PhysicsBody.class);
|
private final Seq<PhysicsBody> seq = new Seq<>(PhysicsBody.class);
|
||||||
private final Rect rect = new Rect();
|
private final Rect rect = new Rect();
|
||||||
private final Vec2 vec = new Vec2();
|
private final Vec2 vec = new Vec2();
|
||||||
|
private final Rand rand = new Rand();
|
||||||
|
|
||||||
public PhysicsWorld(Rect bounds){
|
public PhysicsWorld(Rect bounds){
|
||||||
for(int i = 0; i < layers; i++){
|
for(int i = 0; i < layers; i++){
|
||||||
@@ -180,7 +181,14 @@ public class PhysicsProcess implements AsyncProcess{
|
|||||||
float dst = Mathf.dst(body.x, body.y, other.x, other.y);
|
float dst = Mathf.dst(body.x, body.y, other.x, other.y);
|
||||||
|
|
||||||
if(dst < rs){
|
if(dst < rs){
|
||||||
vec.set(body.x - other.x, body.y - other.y).setLength(rs - dst);
|
vec.set(body.x - other.x, body.y - other.y);
|
||||||
|
|
||||||
|
if(vec.isZero()){ //exact stacked bodies will move in random directions away from each other
|
||||||
|
vec.trns(rand.random(360f), rs - dst);
|
||||||
|
}else{
|
||||||
|
vec.setLength(rs - dst);
|
||||||
|
}
|
||||||
|
|
||||||
float ms = body.mass + other.mass;
|
float ms = body.mass + other.mass;
|
||||||
float m1 = other.mass / ms, m2 = body.mass / ms;
|
float m1 = other.mass / ms, m2 = body.mass / ms;
|
||||||
|
|
||||||
|
|||||||
@@ -346,6 +346,7 @@ public class Blocks{
|
|||||||
|
|
||||||
charr = new Floor("char"){{
|
charr = new Floor("char"){{
|
||||||
blendGroup = stone;
|
blendGroup = stone;
|
||||||
|
attributes.set(Attribute.water, -0.25f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
basalt = new Floor("basalt"){{
|
basalt = new Floor("basalt"){{
|
||||||
@@ -2649,6 +2650,7 @@ public class Blocks{
|
|||||||
size = 3;
|
size = 3;
|
||||||
maxNodes = 1;
|
maxNodes = 1;
|
||||||
laserRange = 500f;
|
laserRange = 500f;
|
||||||
|
powerLayer = Layer.legUnit + 2f;
|
||||||
autolink = false;
|
autolink = false;
|
||||||
sameBlockConnection = true;
|
sameBlockConnection = true;
|
||||||
laserColor2 = Color.valueOf("ffd9c2");
|
laserColor2 = Color.valueOf("ffd9c2");
|
||||||
@@ -4802,6 +4804,7 @@ public class Blocks{
|
|||||||
ammoMultiplier = 1f;
|
ammoMultiplier = 1f;
|
||||||
|
|
||||||
lifetime = 34f;
|
lifetime = 34f;
|
||||||
|
extraRangeMargin = 32f;
|
||||||
rotationOffset = 90f;
|
rotationOffset = 90f;
|
||||||
trailRotation = true;
|
trailRotation = true;
|
||||||
trailEffect = Fx.disperseTrail;
|
trailEffect = Fx.disperseTrail;
|
||||||
@@ -5158,7 +5161,7 @@ public class Blocks{
|
|||||||
|
|
||||||
fogRadius = 6f;
|
fogRadius = 6f;
|
||||||
|
|
||||||
health = 210;
|
health = 240;
|
||||||
|
|
||||||
weapons.add(new Weapon(){{
|
weapons.add(new Weapon(){{
|
||||||
shootCone = 360f;
|
shootCone = 360f;
|
||||||
@@ -5351,7 +5354,7 @@ public class Blocks{
|
|||||||
|
|
||||||
fogRadius = 6f;
|
fogRadius = 6f;
|
||||||
|
|
||||||
health = 400;
|
health = 300;
|
||||||
|
|
||||||
weapons.add(new Weapon(){{
|
weapons.add(new Weapon(){{
|
||||||
shootCone = 360f;
|
shootCone = 360f;
|
||||||
@@ -5406,7 +5409,7 @@ public class Blocks{
|
|||||||
|
|
||||||
fogRadius = 6f;
|
fogRadius = 6f;
|
||||||
|
|
||||||
health = 100;
|
health = 50;
|
||||||
|
|
||||||
weapons.add(new Weapon(){{
|
weapons.add(new Weapon(){{
|
||||||
shootCone = 360f;
|
shootCone = 360f;
|
||||||
|
|||||||
@@ -66,11 +66,7 @@ public class Planets{
|
|||||||
defaultCore = Blocks.coreBastion;
|
defaultCore = Blocks.coreBastion;
|
||||||
iconColor = Color.valueOf("ff9266");
|
iconColor = Color.valueOf("ff9266");
|
||||||
enemyBuildSpeedMultiplier = 0.4f;
|
enemyBuildSpeedMultiplier = 0.4f;
|
||||||
|
|
||||||
//TODO disallowed for now
|
|
||||||
allowLaunchToNumbered = false;
|
allowLaunchToNumbered = false;
|
||||||
|
|
||||||
//TODO SHOULD there be lighting?
|
|
||||||
updateLighting = false;
|
updateLighting = false;
|
||||||
|
|
||||||
defaultAttributes.set(Attribute.heat, 0.8f);
|
defaultAttributes.set(Attribute.heat, 0.8f);
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
package mindustry.content;
|
package mindustry.content;
|
||||||
|
|
||||||
|
import mindustry.maps.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
|
|
||||||
import static mindustry.content.Planets.*;
|
import static mindustry.content.Planets.*;
|
||||||
@@ -8,7 +9,7 @@ public class SectorPresets{
|
|||||||
public static SectorPreset
|
public static SectorPreset
|
||||||
groundZero,
|
groundZero,
|
||||||
craters, biomassFacility, taintedWoods, frozenForest, ruinousShores, facility32m, windsweptIslands, stainedMountains, tarFields,
|
craters, biomassFacility, taintedWoods, frozenForest, ruinousShores, facility32m, windsweptIslands, stainedMountains, tarFields,
|
||||||
frontier, fungalPass, infestedCanyons, atolls, mycelialBastion, extractionOutpost, saltFlats, testingGrounds, overgrowth, //polarAerodrome,
|
frontier, fungalPass, infestedCanyons, atolls, sunkenPier, mycelialBastion, extractionOutpost, saltFlats, testingGrounds, overgrowth, //polarAerodrome,
|
||||||
impact0078, desolateRift, nuclearComplex, planetaryTerminal,
|
impact0078, desolateRift, nuclearComplex, planetaryTerminal,
|
||||||
coastline, navalFortress, weatheredChannels, seaPort,
|
coastline, navalFortress, weatheredChannels, seaPort,
|
||||||
|
|
||||||
@@ -122,6 +123,11 @@ public class SectorPresets{
|
|||||||
difficulty = 7;
|
difficulty = 7;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
|
sunkenPier = new SectorPreset("sunkenPier", serpulo, -1){{
|
||||||
|
captureWave = 50;
|
||||||
|
difficulty = 8;
|
||||||
|
}};
|
||||||
|
|
||||||
mycelialBastion = new SectorPreset("mycelialBastion", serpulo, 260){{
|
mycelialBastion = new SectorPreset("mycelialBastion", serpulo, 260){{
|
||||||
difficulty = 8;
|
difficulty = 8;
|
||||||
}};
|
}};
|
||||||
@@ -163,23 +169,7 @@ public class SectorPresets{
|
|||||||
difficulty = 10;
|
difficulty = 10;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
/*
|
SectorSubmissions.registerSectors();
|
||||||
registerHiddenSectors(serpulo,
|
|
||||||
68, //Winter Forest by wpx: https://discord.com/channels/391020510269669376/1165421701362897000/1235654407006322700
|
|
||||||
241,//River Bastion by wpx: https://discord.com/channels/391020510269669376/1165421701362897000/1232658317126402050
|
|
||||||
173,//Front Line by stormrider: https://discord.com/channels/391020510269669376/1165421701362897000/1188484967064404061
|
|
||||||
25, //HochuPizzu by wpx: https://discord.com/channels/391020510269669376/1165421701362897000/1170279703056228515
|
|
||||||
12, //Salt Outpost by skeledragon: https://discord.com/channels/391020510269669376/1165421701362897000/1193441915459338361
|
|
||||||
106,//Desert Wastes by xaphiro_: https://discord.com/channels/391020510269669376/1165421701362897000/1226498922898264157
|
|
||||||
243,//Port 012 by skeledragon: https://discord.com/channels/391020510269669376/1165421701362897000/1174884280242012262
|
|
||||||
240 //Cold Grove by wpx: https://discord.com/channels/391020510269669376/1165421701362897000/1230550892718194742
|
|
||||||
);
|
|
||||||
|
|
||||||
//these are hidden wave presets (TODO) find a better way to do this
|
|
||||||
Vars.content.sector("sector-serpulo-173").captureWave = 17;
|
|
||||||
Vars.content.sector("sector-serpulo-240").captureWave = 40;
|
|
||||||
serpulo.sectors.get(173).generateEnemyBase = false;
|
|
||||||
serpulo.sectors.get(240).generateEnemyBase = false;*/
|
|
||||||
|
|
||||||
//endregion
|
//endregion
|
||||||
//region erekir
|
//region erekir
|
||||||
@@ -262,13 +252,4 @@ public class SectorPresets{
|
|||||||
|
|
||||||
//endregion
|
//endregion
|
||||||
}
|
}
|
||||||
|
|
||||||
static void registerHiddenSectors(Planet planet, int... ids){
|
|
||||||
for(int id : ids){
|
|
||||||
new SectorPreset("sector-" + planet.name + "-" + id, "hidden/" + planet + "-" + id, planet, id){{
|
|
||||||
requireUnlock = false;
|
|
||||||
}};
|
|
||||||
planet.sectors.get(id).generateEnemyBase = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,7 +16,6 @@ public class SerpuloTechTree{
|
|||||||
Planets.serpulo.techTree = nodeRoot("serpulo", coreShard, () -> {
|
Planets.serpulo.techTree = nodeRoot("serpulo", coreShard, () -> {
|
||||||
|
|
||||||
node(conveyor, () -> {
|
node(conveyor, () -> {
|
||||||
|
|
||||||
node(junction, () -> {
|
node(junction, () -> {
|
||||||
node(router, () -> {
|
node(router, () -> {
|
||||||
node(advancedLaunchPad, Seq.with(new SectorComplete(extractionOutpost)), () -> {
|
node(advancedLaunchPad, Seq.with(new SectorComplete(extractionOutpost)), () -> {
|
||||||
@@ -73,7 +72,6 @@ public class SerpuloTechTree{
|
|||||||
});
|
});
|
||||||
|
|
||||||
node(mechanicalDrill, () -> {
|
node(mechanicalDrill, () -> {
|
||||||
|
|
||||||
node(mechanicalPump, () -> {
|
node(mechanicalPump, () -> {
|
||||||
node(conduit, () -> {
|
node(conduit, () -> {
|
||||||
node(liquidJunction, () -> {
|
node(liquidJunction, () -> {
|
||||||
@@ -580,6 +578,14 @@ public class SerpuloTechTree{
|
|||||||
new Research(cyclone),
|
new Research(cyclone),
|
||||||
new Research(ripple)
|
new Research(ripple)
|
||||||
), () -> {
|
), () -> {
|
||||||
|
node(sunkenPier, Seq.with(
|
||||||
|
new SectorComplete(navalFortress),
|
||||||
|
new SectorComplete(coastline),
|
||||||
|
new Research(multiplicativeReconstructor)
|
||||||
|
), () -> {
|
||||||
|
|
||||||
|
});
|
||||||
|
|
||||||
node(weatheredChannels, Seq.with(
|
node(weatheredChannels, Seq.with(
|
||||||
new SectorComplete(impact0078),
|
new SectorComplete(impact0078),
|
||||||
new SectorComplete(navalFortress),
|
new SectorComplete(navalFortress),
|
||||||
|
|||||||
@@ -196,7 +196,7 @@ public class UnitTypes{
|
|||||||
mechStepParticles = true;
|
mechStepParticles = true;
|
||||||
stepShake = 0.15f;
|
stepShake = 0.15f;
|
||||||
singleTarget = true;
|
singleTarget = true;
|
||||||
drownTimeMultiplier = 4f;
|
drownTimeMultiplier = 1.5f;
|
||||||
|
|
||||||
abilities.add(new ShieldRegenFieldAbility(25f, 250f, 60f * 1, 60f));
|
abilities.add(new ShieldRegenFieldAbility(25f, 250f, 60f * 1, 60f));
|
||||||
|
|
||||||
@@ -262,7 +262,7 @@ public class UnitTypes{
|
|||||||
armor = 18f;
|
armor = 18f;
|
||||||
mechStepParticles = true;
|
mechStepParticles = true;
|
||||||
stepShake = 0.75f;
|
stepShake = 0.75f;
|
||||||
drownTimeMultiplier = 6f;
|
drownTimeMultiplier = 1.6f;
|
||||||
mechFrontSway = 1.9f;
|
mechFrontSway = 1.9f;
|
||||||
mechSideSway = 0.6f;
|
mechSideSway = 0.6f;
|
||||||
ammoType = new ItemAmmoType(Items.thorium);
|
ammoType = new ItemAmmoType(Items.thorium);
|
||||||
@@ -459,7 +459,7 @@ public class UnitTypes{
|
|||||||
mechStepParticles = true;
|
mechStepParticles = true;
|
||||||
stepShake = 0.15f;
|
stepShake = 0.15f;
|
||||||
ammoType = new PowerAmmoType(2500);
|
ammoType = new PowerAmmoType(2500);
|
||||||
drownTimeMultiplier = 4f;
|
drownTimeMultiplier = 1.3f;
|
||||||
|
|
||||||
speed = 0.44f;
|
speed = 0.44f;
|
||||||
boostMultiplier = 2.4f;
|
boostMultiplier = 2.4f;
|
||||||
@@ -539,7 +539,7 @@ public class UnitTypes{
|
|||||||
armor = 9f;
|
armor = 9f;
|
||||||
stepShake = 1.5f;
|
stepShake = 1.5f;
|
||||||
rotateSpeed = 1.5f;
|
rotateSpeed = 1.5f;
|
||||||
drownTimeMultiplier = 6f;
|
drownTimeMultiplier = 1.6f;
|
||||||
|
|
||||||
legCount = 4;
|
legCount = 4;
|
||||||
legLength = 14f;
|
legLength = 14f;
|
||||||
@@ -770,7 +770,6 @@ public class UnitTypes{
|
|||||||
|
|
||||||
legSplashDamage = 32;
|
legSplashDamage = 32;
|
||||||
legSplashRange = 30;
|
legSplashRange = 30;
|
||||||
drownTimeMultiplier = 2f;
|
|
||||||
|
|
||||||
hovering = true;
|
hovering = true;
|
||||||
shadowElevation = 0.65f;
|
shadowElevation = 0.65f;
|
||||||
@@ -857,7 +856,6 @@ public class UnitTypes{
|
|||||||
lightRadius = 140f;
|
lightRadius = 140f;
|
||||||
|
|
||||||
rotateSpeed = 1.9f;
|
rotateSpeed = 1.9f;
|
||||||
drownTimeMultiplier = 3f;
|
|
||||||
|
|
||||||
legCount = 8;
|
legCount = 8;
|
||||||
legMoveSpace = 0.8f;
|
legMoveSpace = 0.8f;
|
||||||
@@ -2506,6 +2504,7 @@ public class UnitTypes{
|
|||||||
health = 850;
|
health = 850;
|
||||||
armor = 6f;
|
armor = 6f;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
|
floorMultiplier = 0.95f;
|
||||||
treadRects = new Rect[]{new Rect(12 - 32f, 7 - 32f, 14, 51)};
|
treadRects = new Rect[]{new Rect(12 - 32f, 7 - 32f, 14, 51)};
|
||||||
researchCostMultiplier = 0f;
|
researchCostMultiplier = 0f;
|
||||||
|
|
||||||
@@ -2547,6 +2546,7 @@ public class UnitTypes{
|
|||||||
health = 2100;
|
health = 2100;
|
||||||
armor = 8f;
|
armor = 8f;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
|
floorMultiplier = 0.8f;
|
||||||
treadRects = new Rect[]{new Rect(17 - 96f/2f, 10 - 96f/2f, 19, 76)};
|
treadRects = new Rect[]{new Rect(17 - 96f/2f, 10 - 96f/2f, 19, 76)};
|
||||||
researchCostMultiplier = 0f;
|
researchCostMultiplier = 0f;
|
||||||
|
|
||||||
@@ -2625,6 +2625,9 @@ public class UnitTypes{
|
|||||||
health = 5000;
|
health = 5000;
|
||||||
armor = 11f;
|
armor = 11f;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
|
floorMultiplier = 0.65f;
|
||||||
|
drownTimeMultiplier = 1.2f;
|
||||||
|
immunities.addAll(StatusEffects.burning, StatusEffects.melting);
|
||||||
treadRects = new Rect[]{new Rect(16 - 60f, 48 - 70f, 30, 75), new Rect(44 - 60f, 17 - 70f, 17, 60)};
|
treadRects = new Rect[]{new Rect(16 - 60f, 48 - 70f, 30, 75), new Rect(44 - 60f, 17 - 70f, 17, 60)};
|
||||||
researchCostMultiplier = 0f;
|
researchCostMultiplier = 0f;
|
||||||
|
|
||||||
@@ -2695,6 +2698,9 @@ public class UnitTypes{
|
|||||||
armor = 20f;
|
armor = 20f;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
crushDamage = 13f / 5f;
|
crushDamage = 13f / 5f;
|
||||||
|
floorMultiplier = 0.5f;
|
||||||
|
drownTimeMultiplier = 1.25f;
|
||||||
|
immunities.addAll(StatusEffects.burning, StatusEffects.melting);
|
||||||
treadRects = new Rect[]{new Rect(22 - 154f/2f, 16 - 154f/2f, 28, 130)};
|
treadRects = new Rect[]{new Rect(22 - 154f/2f, 16 - 154f/2f, 28, 130)};
|
||||||
|
|
||||||
weapons.add(new Weapon("vanquish-weapon"){{
|
weapons.add(new Weapon("vanquish-weapon"){{
|
||||||
@@ -2791,6 +2797,8 @@ public class UnitTypes{
|
|||||||
armor = 26f;
|
armor = 26f;
|
||||||
crushDamage = 25f / 5f;
|
crushDamage = 25f / 5f;
|
||||||
rotateSpeed = 0.8f;
|
rotateSpeed = 0.8f;
|
||||||
|
floorMultiplier = 0.3f;
|
||||||
|
immunities.addAll(StatusEffects.burning, StatusEffects.melting);
|
||||||
|
|
||||||
float xo = 231f/2f, yo = 231f/2f;
|
float xo = 231f/2f, yo = 231f/2f;
|
||||||
treadRects = new Rect[]{new Rect(27 - xo, 152 - yo, 56, 73), new Rect(24 - xo, 51 - 9 - yo, 29, 17), new Rect(59 - xo, 18 - 9 - yo, 39, 19)};
|
treadRects = new Rect[]{new Rect(27 - xo, 152 - yo, 56, 73), new Rect(24 - xo, 51 - 9 - yo, 29, 17), new Rect(59 - xo, 18 - 9 - yo, 39, 19)};
|
||||||
@@ -3306,7 +3314,7 @@ public class UnitTypes{
|
|||||||
drag = 0.1f;
|
drag = 0.1f;
|
||||||
speed = 0.6f;
|
speed = 0.6f;
|
||||||
hitSize = 30f;
|
hitSize = 30f;
|
||||||
health = 7300;
|
health = 6500;
|
||||||
armor = 5f;
|
armor = 5f;
|
||||||
|
|
||||||
lockLegBase = true;
|
lockLegBase = true;
|
||||||
@@ -3319,14 +3327,15 @@ public class UnitTypes{
|
|||||||
|
|
||||||
abilities.add(new ShieldArcAbility(){{
|
abilities.add(new ShieldArcAbility(){{
|
||||||
region = "tecta-shield";
|
region = "tecta-shield";
|
||||||
radius = 36f;
|
radius = 45f;
|
||||||
angle = 82f;
|
angle = 82f;
|
||||||
regen = 0.6f;
|
regen = 40f / 60f;
|
||||||
cooldown = 60f * 8f;
|
cooldown = 60f * 8f;
|
||||||
max = 2000f;
|
max = 2200f;
|
||||||
y = -20f;
|
y = -20f;
|
||||||
width = 6f;
|
width = 8f;
|
||||||
whenShooting = false;
|
whenShooting = false;
|
||||||
|
chanceDeflect = 1f;
|
||||||
}});
|
}});
|
||||||
|
|
||||||
rotateSpeed = 2.1f;
|
rotateSpeed = 2.1f;
|
||||||
@@ -3344,7 +3353,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
legSplashDamage = 32;
|
legSplashDamage = 32;
|
||||||
legSplashRange = 30;
|
legSplashRange = 30;
|
||||||
drownTimeMultiplier = 2f;
|
drownTimeMultiplier = 0.5f;
|
||||||
|
|
||||||
hovering = true;
|
hovering = true;
|
||||||
shadowElevation = 0.4f;
|
shadowElevation = 0.4f;
|
||||||
@@ -3435,7 +3444,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
legSplashDamage = 32;
|
legSplashDamage = 32;
|
||||||
legSplashRange = 32;
|
legSplashRange = 32;
|
||||||
drownTimeMultiplier = 2f;
|
drownTimeMultiplier = 0.5f;
|
||||||
|
|
||||||
hovering = true;
|
hovering = true;
|
||||||
shadowElevation = 0.4f;
|
shadowElevation = 0.4f;
|
||||||
@@ -3487,7 +3496,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
bullet = new ArtilleryBulletType(5.5f, 260){{
|
bullet = new ArtilleryBulletType(5.5f, 260){{
|
||||||
collidesTiles = collides = true;
|
collidesTiles = collides = true;
|
||||||
lifetime = 70f;
|
lifetime = 60f;
|
||||||
shootEffect = Fx.shootBigColor;
|
shootEffect = Fx.shootBigColor;
|
||||||
smokeEffect = Fx.shootSmokeSquareBig;
|
smokeEffect = Fx.shootSmokeSquareBig;
|
||||||
frontColor = Color.white;
|
frontColor = Color.white;
|
||||||
@@ -3495,6 +3504,7 @@ public class UnitTypes{
|
|||||||
hitSound = Sounds.none;
|
hitSound = Sounds.none;
|
||||||
width = 18f;
|
width = 18f;
|
||||||
height = 24f;
|
height = 24f;
|
||||||
|
rangeOverride = 385f;
|
||||||
|
|
||||||
lightColor = trailColor = hitColor = backColor = Pal.techBlue;
|
lightColor = trailColor = hitColor = backColor = Pal.techBlue;
|
||||||
lightRadius = 40f;
|
lightRadius = 40f;
|
||||||
@@ -3508,10 +3518,10 @@ public class UnitTypes{
|
|||||||
despawnSound = Sounds.dullExplosion;
|
despawnSound = Sounds.dullExplosion;
|
||||||
|
|
||||||
hitEffect = despawnEffect = new ExplosionEffect(){{
|
hitEffect = despawnEffect = new ExplosionEffect(){{
|
||||||
lifetime = 34f;
|
lifetime = 50f;
|
||||||
waveStroke = 4f;
|
waveStroke = 5f;
|
||||||
waveColor = sparkColor = trailColor;
|
waveColor = sparkColor = trailColor;
|
||||||
waveRad = 25f;
|
waveRad = 45f;
|
||||||
smokeSize = 0f;
|
smokeSize = 0f;
|
||||||
smokeSizeBase = 0f;
|
smokeSizeBase = 0f;
|
||||||
sparks = 10;
|
sparks = 10;
|
||||||
@@ -3520,8 +3530,8 @@ public class UnitTypes{
|
|||||||
sparkStroke = 3f;
|
sparkStroke = 3f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
splashDamage = 85f;
|
splashDamage = 120f;
|
||||||
splashDamageRadius = 20f;
|
splashDamageRadius = 36f;
|
||||||
|
|
||||||
fragBullets = 15;
|
fragBullets = 15;
|
||||||
fragVelocityMin = 0.5f;
|
fragVelocityMin = 0.5f;
|
||||||
@@ -3529,14 +3539,14 @@ public class UnitTypes{
|
|||||||
fragLifeMin = 0.3f;
|
fragLifeMin = 0.3f;
|
||||||
despawnShake = 5f;
|
despawnShake = 5f;
|
||||||
|
|
||||||
fragBullet = new BasicBulletType(5.5f, 50){{
|
fragBullet = new BasicBulletType(5.5f, 37){{
|
||||||
pierceCap = 2;
|
pierceCap = 2;
|
||||||
pierceBuilding = true;
|
pierceBuilding = true;
|
||||||
|
|
||||||
homingPower = 0.09f;
|
homingPower = 0.09f;
|
||||||
homingRange = 150f;
|
homingRange = 150f;
|
||||||
|
|
||||||
lifetime = 50f;
|
lifetime = 40f;
|
||||||
shootEffect = Fx.shootBigColor;
|
shootEffect = Fx.shootBigColor;
|
||||||
smokeEffect = Fx.shootSmokeSquareBig;
|
smokeEffect = Fx.shootSmokeSquareBig;
|
||||||
frontColor = Color.white;
|
frontColor = Color.white;
|
||||||
@@ -3555,7 +3565,7 @@ public class UnitTypes{
|
|||||||
collidesAir = false;
|
collidesAir = false;
|
||||||
|
|
||||||
despawnEffect = Fx.none;
|
despawnEffect = Fx.none;
|
||||||
splashDamage = 46f;
|
splashDamage = 35f;
|
||||||
splashDamageRadius = 30f;
|
splashDamageRadius = 30f;
|
||||||
|
|
||||||
hitEffect = despawnEffect = new MultiEffect(new ExplosionEffect(){{
|
hitEffect = despawnEffect = new MultiEffect(new ExplosionEffect(){{
|
||||||
@@ -4074,7 +4084,7 @@ public class UnitTypes{
|
|||||||
hitSize = 9f;
|
hitSize = 9f;
|
||||||
omniMovement = false;
|
omniMovement = false;
|
||||||
rotateSpeed = 2.5f;
|
rotateSpeed = 2.5f;
|
||||||
drownTimeMultiplier = 2f;
|
drownTimeMultiplier = 1.75f;
|
||||||
segments = 3;
|
segments = 3;
|
||||||
drawBody = false;
|
drawBody = false;
|
||||||
hidden = true;
|
hidden = true;
|
||||||
@@ -4094,7 +4104,6 @@ public class UnitTypes{
|
|||||||
hitSize = 48f;
|
hitSize = 48f;
|
||||||
omniMovement = false;
|
omniMovement = false;
|
||||||
rotateSpeed = 1.7f;
|
rotateSpeed = 1.7f;
|
||||||
drownTimeMultiplier = 4f;
|
|
||||||
segments = 4;
|
segments = 4;
|
||||||
drawBody = false;
|
drawBody = false;
|
||||||
hidden = true;
|
hidden = true;
|
||||||
|
|||||||
@@ -20,6 +20,7 @@ import mindustry.game.*;
|
|||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.game.Objectives.*;
|
import mindustry.game.Objectives.*;
|
||||||
import mindustry.game.Saves.*;
|
import mindustry.game.Saves.*;
|
||||||
|
import mindustry.game.Teams.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.input.*;
|
import mindustry.input.*;
|
||||||
import mindustry.io.*;
|
import mindustry.io.*;
|
||||||
@@ -419,7 +420,10 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
ui.planet.hide();
|
ui.planet.hide();
|
||||||
SaveSlot slot = sector.save;
|
SaveSlot slot = sector.save;
|
||||||
sector.planet.setLastSector(sector);
|
sector.planet.setLastSector(sector);
|
||||||
if(slot != null && !clearSectors && (!(sector.planet.clearSectorOnLose || sector.info.hasWorldProcessor) || sector.info.hasCore)){
|
|
||||||
|
boolean clearSave = sector.planet.clearSectorOnLose || sector.planet.campaignRules.clearSectorOnLose;
|
||||||
|
|
||||||
|
if(slot != null && !clearSectors && (!clearSave || sector.info.hasCore)){
|
||||||
|
|
||||||
try{
|
try{
|
||||||
boolean hadNoCore = !sector.info.hasCore;
|
boolean hadNoCore = !sector.info.hasCore;
|
||||||
@@ -433,74 +437,73 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
//if there is no base, simulate a new game and place the right loadout at the spawn position
|
//if there is no base, simulate a new game and place the right loadout at the spawn position
|
||||||
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
|
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
|
||||||
|
|
||||||
if(sector.planet.clearSectorOnLose || sector.info.hasWorldProcessor){
|
//don't carry over the spawn position and plans if the sector preset name or map size changed
|
||||||
|
if(clearSave || sector.info.spawnPosition == 0 || !sector.info.sectorDataMatches(sector)){
|
||||||
playNewSector(origin, sector, reloader);
|
playNewSector(origin, sector, reloader);
|
||||||
}else{
|
}else{
|
||||||
//no spawn set -> delete the sector save
|
int spawnPos = sector.info.spawnPosition;
|
||||||
if(sector.info.spawnPosition == 0){
|
|
||||||
//delete old save
|
|
||||||
sector.save = null;
|
|
||||||
slot.delete();
|
|
||||||
//play again
|
|
||||||
playSector(origin, sector, reloader);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
//set spawn for sector damage to use
|
//set spawn for sector damage to use
|
||||||
Tile spawn = world.tile(sector.info.spawnPosition);
|
Tile spawn = world.tile(spawnPos);
|
||||||
spawn.setBlock(sector.planet.defaultCore, state.rules.defaultTeam);
|
spawn.setBlock(sector.planet.defaultCore, state.rules.defaultTeam);
|
||||||
|
|
||||||
//add extra damage.
|
//apply damage to simulate the sector being lost
|
||||||
SectorDamage.apply(1f);
|
SectorDamage.apply(1f);
|
||||||
|
|
||||||
//reset wave so things are more fair
|
//save the plans and buildings from the previous save; they will be used to re-populate the sector
|
||||||
state.wave = 1;
|
var previousPlans = state.rules.defaultTeam.data().plans.toArray(BlockPlan.class);
|
||||||
//set up default wave time
|
var previousBuildings = state.rules.defaultTeam.data().buildings.<Building>toArray(Building.class);
|
||||||
state.wavetime = state.rules.initialWaveSpacing <= 0f ? (state.rules.waveSpacing * (sector.preset == null ? 2f : sector.preset.startWaveTimeMultiplier)) : state.rules.initialWaveSpacing;
|
var previousDerelicts = Team.derelict.data().buildings.<Building>toArray(Building.class);
|
||||||
state.wavetime *= sector.planet.campaignRules.difficulty.waveTimeMultiplier;
|
|
||||||
//reset captured state
|
|
||||||
sector.info.wasCaptured = false;
|
|
||||||
|
|
||||||
if(state.rules.sector.planet.allowWaves){
|
logic.reset();
|
||||||
//re-enable waves
|
|
||||||
state.rules.waves = true;
|
//now, load a fresh save; the old one was only used to grab previous building data
|
||||||
//reset win wave??
|
playNewSector(origin, sector, reloader, new WorldParams(){{
|
||||||
state.rules.winWave = state.rules.attackMode ? -1 : sector.preset != null && sector.preset.captureWave > 0 ? sector.preset.captureWave : state.rules.winWave > state.wave ? state.rules.winWave : 30;
|
corePositionOverride = spawnPos;
|
||||||
|
}}, () -> {
|
||||||
|
var teamData = state.rules.defaultTeam.data();
|
||||||
|
|
||||||
|
//all the derelicts from the new save have to be removed.
|
||||||
|
for(var generatedDerelict : Team.derelict.data().buildings.<Building>toArray(Building.class)){
|
||||||
|
generatedDerelict.tile.remove();
|
||||||
}
|
}
|
||||||
|
|
||||||
//if there's still an enemy base left, fix it
|
//retain old derelicts from the previous save.
|
||||||
if(state.rules.attackMode){
|
for(var build : previousDerelicts){
|
||||||
//replace all broken blocks
|
Tile tile = world.tile(build.tileX(), build.tileY());
|
||||||
for(var plan : state.rules.waveTeam.data().plans){
|
if(tile != null && tile.build == null && Build.validPlace(build.block, Team.derelict, build.tileX(), build.tileY(), build.rotation, false, false)){
|
||||||
Tile tile = world.tile(plan.x, plan.y);
|
tile.setBlock(build.block, Team.derelict, build.rotation, () -> build);
|
||||||
if(tile != null){
|
|
||||||
tile.setBlock(plan.block, state.rules.waveTeam, plan.rotation);
|
|
||||||
if(plan.config != null && tile.build != null){
|
|
||||||
tile.build.configureAny(plan.config);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//copy over all buildings from the previous save, retaining config and health, and making them derelict. contents are not saved (derelict repair clears them anyway)
|
||||||
|
for(var build : previousBuildings){
|
||||||
|
Tile tile = world.tile(build.tileX(), build.tileY());
|
||||||
|
if(tile != null && tile.build == null && Build.validPlace(build.block, state.rules.defaultTeam, build.tileX(), build.tileY(), build.rotation, false, false)){
|
||||||
|
build.addPlan(false, true);
|
||||||
|
tile.setBlock(build.block, state.rules.defaultTeam, build.rotation, () -> build);
|
||||||
|
build.changeTeam(Team.derelict);
|
||||||
|
build.dropped(); //TODO: call pickedUp too? this may screw up power networks in a major way as they refer to potentially deleted entities
|
||||||
}
|
}
|
||||||
state.rules.waveTeam.data().plans.clear();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//kill all units, since they should be dead anyway
|
for(var build : previousBuildings){
|
||||||
Groups.unit.clear();
|
if(build.isValid()){
|
||||||
Groups.fire.clear();
|
build.updateProximity();
|
||||||
Groups.puddle.clear();
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//reset to 0, so replaced cores don't count
|
//carry over all previous plans that don't already have the corresponding block at their position
|
||||||
state.rules.defaultTeam.data().unitCap = 0;
|
for(var plan : previousPlans){
|
||||||
Schematics.placeLaunchLoadout(spawn.x, spawn.y);
|
var build = world.build(plan.x, plan.y);
|
||||||
|
if(!(build != null && build.block == plan.block && build.tileX() == plan.x && build.tileY() == plan.y && build.team != state.rules.waveTeam)){
|
||||||
|
teamData.plans.add(plan);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
//set up camera/player locations
|
//blocks placed after WorldLoadEvent didn't queue an update, so fix that.
|
||||||
player.set(spawn.x * tilesize, spawn.y * tilesize);
|
renderer.minimap.updateAll();
|
||||||
camera.position.set(player);
|
|
||||||
|
|
||||||
Events.fire(new SectorLaunchEvent(sector));
|
|
||||||
Events.fire(Trigger.newGame);
|
|
||||||
|
|
||||||
state.set(State.playing);
|
|
||||||
reloader.end();
|
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
state.set(State.playing);
|
state.set(State.playing);
|
||||||
@@ -522,12 +525,20 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void playNewSector(@Nullable Sector origin, Sector sector, WorldReloader reloader){
|
public void playNewSector(@Nullable Sector origin, Sector sector, WorldReloader reloader){
|
||||||
|
playNewSector(origin, sector, reloader, new WorldParams(), null);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void playNewSector(@Nullable Sector origin, Sector sector, WorldReloader reloader, WorldParams params, @Nullable Runnable beforePlay){
|
||||||
reloader.begin();
|
reloader.begin();
|
||||||
world.loadSector(sector);
|
world.loadSector(sector, params);
|
||||||
state.rules.sector = sector;
|
state.rules.sector = sector;
|
||||||
//assign origin when launching
|
|
||||||
sector.info.origin = origin;
|
sector.info.origin = origin;
|
||||||
sector.info.destination = origin;
|
sector.info.destination = origin;
|
||||||
|
|
||||||
|
if(beforePlay != null){
|
||||||
|
beforePlay.run();
|
||||||
|
}
|
||||||
|
|
||||||
logic.play();
|
logic.play();
|
||||||
control.saves.saveSector(sector);
|
control.saves.saveSector(sector);
|
||||||
Events.fire(new SectorLaunchEvent(sector));
|
Events.fire(new SectorLaunchEvent(sector));
|
||||||
|
|||||||
@@ -134,10 +134,13 @@ public class Logic implements ApplicationListener{
|
|||||||
//enable building AI on campaign unless the preset disables it
|
//enable building AI on campaign unless the preset disables it
|
||||||
|
|
||||||
state.rules.coreIncinerates = true;
|
state.rules.coreIncinerates = true;
|
||||||
|
state.rules.infiniteResources = false;
|
||||||
state.rules.allowEditRules = false;
|
state.rules.allowEditRules = false;
|
||||||
state.rules.allowEditWorldProcessors = false;
|
state.rules.allowEditWorldProcessors = false;
|
||||||
|
if(state.getPlanet().enemyInfiniteItems){
|
||||||
state.rules.waveTeam.rules().infiniteResources = true;
|
state.rules.waveTeam.rules().infiniteResources = true;
|
||||||
state.rules.waveTeam.rules().fillItems = true;
|
state.rules.waveTeam.rules().fillItems = true;
|
||||||
|
}
|
||||||
state.rules.waveTeam.rules().buildSpeedMultiplier *= state.getPlanet().enemyBuildSpeedMultiplier;
|
state.rules.waveTeam.rules().buildSpeedMultiplier *= state.getPlanet().enemyBuildSpeedMultiplier;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -61,6 +61,7 @@ public class NetClient implements ApplicationListener{
|
|||||||
/** Byte stream for reading in snapshots. */
|
/** Byte stream for reading in snapshots. */
|
||||||
private ReusableByteInStream byteStream = new ReusableByteInStream();
|
private ReusableByteInStream byteStream = new ReusableByteInStream();
|
||||||
private DataInputStream dataStream = new DataInputStream(byteStream);
|
private DataInputStream dataStream = new DataInputStream(byteStream);
|
||||||
|
private Reads dataStreamReads = new Reads(dataStream);
|
||||||
/** Packet handlers for custom types of messages. */
|
/** Packet handlers for custom types of messages. */
|
||||||
private ObjectMap<String, Seq<Cons<String>>> customPacketHandlers = new ObjectMap<>();
|
private ObjectMap<String, Seq<Cons<String>>> customPacketHandlers = new ObjectMap<>();
|
||||||
/** Packet handlers for custom types of messages, in binary. */
|
/** Packet handlers for custom types of messages, in binary. */
|
||||||
@@ -485,9 +486,10 @@ public class NetClient implements ApplicationListener{
|
|||||||
netClient.lastSnapshotTimestamp = Time.millis();
|
netClient.lastSnapshotTimestamp = Time.millis();
|
||||||
netClient.byteStream.setBytes(data);
|
netClient.byteStream.setBytes(data);
|
||||||
DataInputStream input = netClient.dataStream;
|
DataInputStream input = netClient.dataStream;
|
||||||
|
Reads reads = netClient.dataStreamReads;
|
||||||
|
|
||||||
for(int j = 0; j < amount; j++){
|
for(int j = 0; j < amount; j++){
|
||||||
readSyncEntity(input, Reads.get(input));
|
readSyncEntity(input, reads);
|
||||||
}
|
}
|
||||||
}catch(Exception e){
|
}catch(Exception e){
|
||||||
//don't disconnect, just log it
|
//don't disconnect, just log it
|
||||||
@@ -511,6 +513,7 @@ public class NetClient implements ApplicationListener{
|
|||||||
try{
|
try{
|
||||||
netClient.byteStream.setBytes(data);
|
netClient.byteStream.setBytes(data);
|
||||||
DataInputStream input = netClient.dataStream;
|
DataInputStream input = netClient.dataStream;
|
||||||
|
Reads reads = netClient.dataStreamReads;
|
||||||
|
|
||||||
for(int i = 0; i < amount; i++){
|
for(int i = 0; i < amount; i++){
|
||||||
int pos = input.readInt();
|
int pos = input.readInt();
|
||||||
@@ -524,7 +527,7 @@ public class NetClient implements ApplicationListener{
|
|||||||
Log.warn("Block ID mismatch at @: @ != @. Skipping block snapshot.", tile, tile.build.block.id, block);
|
Log.warn("Block ID mismatch at @: @ != @. Skipping block snapshot.", tile, tile.build.block.id, block);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
tile.build.readSync(Reads.get(input), tile.build.version());
|
tile.build.readSync(reads, tile.build.version());
|
||||||
}
|
}
|
||||||
}catch(Exception e){
|
}catch(Exception e){
|
||||||
Log.err(e);
|
Log.err(e);
|
||||||
|
|||||||
@@ -116,6 +116,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
private ReusableByteOutStream syncStream = new ReusableByteOutStream();
|
private ReusableByteOutStream syncStream = new ReusableByteOutStream();
|
||||||
/** Data stream for writing player sync data to. */
|
/** Data stream for writing player sync data to. */
|
||||||
private DataOutputStream dataStream = new DataOutputStream(syncStream);
|
private DataOutputStream dataStream = new DataOutputStream(syncStream);
|
||||||
|
private Writes dataStreamWrites = new Writes(dataStream);
|
||||||
/** Packet handlers for custom types of messages. */
|
/** Packet handlers for custom types of messages. */
|
||||||
private ObjectMap<String, Seq<Cons2<Player, String>>> customPacketHandlers = new ObjectMap<>();
|
private ObjectMap<String, Seq<Cons2<Player, String>>> customPacketHandlers = new ObjectMap<>();
|
||||||
/** Packet handlers for custom types of messages - binary version. */
|
/** Packet handlers for custom types of messages - binary version. */
|
||||||
@@ -938,7 +939,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
|
|
||||||
dataStream.writeInt(build.pos());
|
dataStream.writeInt(build.pos());
|
||||||
dataStream.writeShort(build.block.id);
|
dataStream.writeShort(build.block.id);
|
||||||
build.writeSync(Writes.get(dataStream));
|
build.writeSync(dataStreamWrites);
|
||||||
|
|
||||||
if(syncStream.size() > maxSnapshotSize){
|
if(syncStream.size() > maxSnapshotSize){
|
||||||
dataStream.close();
|
dataStream.close();
|
||||||
@@ -993,7 +994,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
dataStream.writeInt(entity.id()); //write id
|
dataStream.writeInt(entity.id()); //write id
|
||||||
dataStream.writeByte(entity.classId() & 0xFF); //write type ID
|
dataStream.writeByte(entity.classId() & 0xFF); //write type ID
|
||||||
entity.beforeWrite();
|
entity.beforeWrite();
|
||||||
entity.writeSync(Writes.get(dataStream)); //write entity
|
entity.writeSync(dataStreamWrites); //write entity itself
|
||||||
|
|
||||||
sent++;
|
sent++;
|
||||||
|
|
||||||
|
|||||||
@@ -259,19 +259,19 @@ public class World{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void loadSector(Sector sector){
|
public void loadSector(Sector sector){
|
||||||
loadSector(sector, 0, true);
|
loadSector(sector, new WorldParams());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void loadSector(Sector sector, int seedOffset, boolean saveInfo){
|
public void loadSector(Sector sector, WorldParams params){
|
||||||
setSectorRules(sector, saveInfo);
|
setSectorRules(sector, params.saveInfo);
|
||||||
|
|
||||||
int size = sector.getSize();
|
int size = sector.getSize();
|
||||||
loadGenerator(size, size, tiles -> {
|
loadGenerator(size, size, tiles -> {
|
||||||
if(sector.preset != null){
|
if(sector.preset != null){
|
||||||
sector.preset.generator.generate(tiles);
|
sector.preset.generator.generate(tiles, params);
|
||||||
sector.preset.rules.get(state.rules); //apply extra rules
|
sector.preset.rules.get(state.rules); //apply extra rules
|
||||||
}else if(sector.planet.generator != null){
|
}else if(sector.planet.generator != null){
|
||||||
sector.planet.generator.generate(tiles, sector, seedOffset);
|
sector.planet.generator.generate(tiles, sector, params);
|
||||||
}else{
|
}else{
|
||||||
throw new RuntimeException("Sector " + sector.id + " on planet " + sector.planet.name + " has no generator or preset defined. Provide a planet generator or preset map.");
|
throw new RuntimeException("Sector " + sector.id + " on planet " + sector.planet.name + " has no generator or preset defined. Provide a planet generator or preset map.");
|
||||||
}
|
}
|
||||||
@@ -279,7 +279,7 @@ public class World{
|
|||||||
state.rules.sector = sector;
|
state.rules.sector = sector;
|
||||||
});
|
});
|
||||||
|
|
||||||
if(saveInfo && state.rules.waves){
|
if(params.saveInfo && state.rules.waves){
|
||||||
sector.info.waves = state.rules.waves;
|
sector.info.waves = state.rules.waves;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -289,7 +289,7 @@ public class World{
|
|||||||
}
|
}
|
||||||
|
|
||||||
//reset rules
|
//reset rules
|
||||||
setSectorRules(sector, saveInfo);
|
setSectorRules(sector, params.saveInfo);
|
||||||
|
|
||||||
if(state.rules.defaultTeam.core() != null){
|
if(state.rules.defaultTeam.core() != null){
|
||||||
sector.info.spawnPosition = state.rules.defaultTeam.core().pos();
|
sector.info.spawnPosition = state.rules.defaultTeam.core().pos();
|
||||||
|
|||||||
@@ -85,24 +85,29 @@ public class EditorRenderer implements Disposable{
|
|||||||
//don't process terrain updates every frame (helps with lag on low end devices)
|
//don't process terrain updates every frame (helps with lag on low end devices)
|
||||||
boolean doUpdate = Core.graphics.getFrameId() % 2 == 0;
|
boolean doUpdate = Core.graphics.getFrameId() % 2 == 0;
|
||||||
|
|
||||||
if(doUpdate) renderer.blocks.floor.checkChanges();
|
if(doUpdate) renderer.blocks.floor.checkChanges(!editor.showTerrain);
|
||||||
|
|
||||||
boolean prev = renderer.animateWater;
|
boolean prev = renderer.animateWater;
|
||||||
renderer.animateWater = false;
|
renderer.animateWater = false;
|
||||||
|
|
||||||
|
Tmp.m4.set(Draw.trans());
|
||||||
|
Draw.trans().idt();
|
||||||
|
|
||||||
Tmp.v3.set(Core.camera.position);
|
Tmp.v3.set(Core.camera.position);
|
||||||
Core.camera.position.set(world.width()/2f * tilesize, world.height()/2f * tilesize);
|
Core.camera.position.set(world.width()/2f * tilesize, world.height()/2f * tilesize);
|
||||||
Core.camera.width = 999999f;
|
Core.camera.width = 999999f;
|
||||||
Core.camera.height = 999999f;
|
Core.camera.height = 999999f;
|
||||||
Core.camera.mat.set(Draw.proj()).mul(Tmp.m3.setToTranslation(tx, ty).scale(tw / (width * tilesize), th / (height * tilesize)).translate(4f, 4f));
|
Core.camera.mat.set(Draw.proj()).mul(Tmp.m3.setToTranslation(tx, ty).scale(tw / (width * tilesize), th / (height * tilesize)).translate(4f, 4f));
|
||||||
|
if(editor.showFloor){
|
||||||
renderer.blocks.floor.drawFloor();
|
renderer.blocks.floor.drawFloor();
|
||||||
|
}
|
||||||
|
|
||||||
Tmp.m2.set(Draw.proj());
|
Tmp.m2.set(Draw.proj());
|
||||||
|
|
||||||
//scissors are always enabled because this is drawn clipped in UI, make sure they don't interfere with drawing shadow events
|
//scissors are always enabled because this is drawn clipped in UI, make sure they don't interfere with drawing shadow events
|
||||||
Gl.disable(Gl.scissorTest);
|
Gl.disable(Gl.scissorTest);
|
||||||
|
|
||||||
if(doUpdate) renderer.blocks.processShadows();
|
if(doUpdate) renderer.blocks.processShadows(!editor.showBuildings, !editor.showTerrain);
|
||||||
|
|
||||||
Gl.enable(Gl.scissorTest);
|
Gl.enable(Gl.scissorTest);
|
||||||
|
|
||||||
@@ -115,7 +120,9 @@ public class EditorRenderer implements Disposable{
|
|||||||
Draw.proj(Tmp.m2);
|
Draw.proj(Tmp.m2);
|
||||||
|
|
||||||
renderer.blocks.floor.beginDraw();
|
renderer.blocks.floor.beginDraw();
|
||||||
|
if(editor.showTerrain){
|
||||||
renderer.blocks.floor.drawLayer(CacheLayer.walls);
|
renderer.blocks.floor.drawLayer(CacheLayer.walls);
|
||||||
|
}
|
||||||
renderer.animateWater = prev;
|
renderer.animateWater = prev;
|
||||||
|
|
||||||
if(chunks == null) return;
|
if(chunks == null) return;
|
||||||
@@ -125,6 +132,7 @@ public class EditorRenderer implements Disposable{
|
|||||||
recacheChunks.clear();
|
recacheChunks.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(editor.showBuildings){
|
||||||
shader.bind();
|
shader.bind();
|
||||||
shader.setUniformMatrix4("u_projTrans", Tmp.m1.set(Core.camera.mat).translate(-packPad, -packPad).scale(packWidth, packHeight));
|
shader.setUniformMatrix4("u_projTrans", Tmp.m1.set(Core.camera.mat).translate(-packPad, -packPad).scale(packWidth, packHeight));
|
||||||
|
|
||||||
@@ -137,8 +145,11 @@ public class EditorRenderer implements Disposable{
|
|||||||
mesh.render(shader);
|
mesh.render(shader);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Core.camera.position.set(Tmp.v3);
|
Core.camera.position.set(Tmp.v3);
|
||||||
|
Draw.trans(Tmp.m4);
|
||||||
}
|
}
|
||||||
|
|
||||||
void updateStatic(int x, int y){
|
void updateStatic(int x, int y){
|
||||||
@@ -159,7 +170,7 @@ public class EditorRenderer implements Disposable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
void recache(){
|
void recache(){
|
||||||
renderer.blocks.floor.clearTiles();
|
renderer.blocks.floor.reload(!editor.showTerrain);
|
||||||
renderer.blocks.reload();
|
renderer.blocks.reload();
|
||||||
|
|
||||||
for(int x = 0; x < chunks.length; x++){
|
for(int x = 0; x < chunks.length; x++){
|
||||||
@@ -167,6 +178,20 @@ public class EditorRenderer implements Disposable{
|
|||||||
recacheChunk(x, y);
|
recacheChunk(x, y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
//this causes 2 recaches, but it's necessary to fix the wrong shadows after a reload
|
||||||
|
if(!editor.showBuildings || !editor.showTerrain){
|
||||||
|
recacheShadows();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void recacheTerrain(){
|
||||||
|
renderer.blocks.floor.reload(!editor.showTerrain);
|
||||||
|
renderer.blocks.reload();
|
||||||
|
recacheShadows();
|
||||||
|
}
|
||||||
|
|
||||||
|
void recacheShadows(){
|
||||||
|
renderer.blocks.updateShadows(!editor.showBuildings, !editor.showTerrain);
|
||||||
}
|
}
|
||||||
|
|
||||||
void recacheChunk(int cx, int cy){
|
void recacheChunk(int cx, int cy){
|
||||||
@@ -206,7 +231,7 @@ public class EditorRenderer implements Disposable{
|
|||||||
y * tilesize + block.offset - height / 2f,
|
y * tilesize + block.offset - height / 2f,
|
||||||
width/2f, height/2f,
|
width/2f, height/2f,
|
||||||
width, height,
|
width, height,
|
||||||
tile.build == null || !block.rotate ? 0 : tile.build.rotdeg(),
|
tile.build == null || !block.rotate || !block.rotateDrawEditor ? 0 : tile.build.rotdeg(),
|
||||||
Color.whiteFloatBits);
|
Color.whiteFloatBits);
|
||||||
|
|
||||||
if(tile.build != null){
|
if(tile.build != null){
|
||||||
|
|||||||
@@ -81,6 +81,10 @@ public class EditorTile extends Tile{
|
|||||||
}else{
|
}else{
|
||||||
renderer.blocks.updateShadowTile(this);
|
renderer.blocks.updateShadowTile(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(build != null){
|
||||||
|
build.wasVisible = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@@ -112,7 +116,7 @@ public class EditorTile extends Tile{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void fireChanged(){
|
protected void fireChanged(){
|
||||||
if(skip()){
|
if(state.isGame()){
|
||||||
super.fireChanged();
|
super.fireChanged();
|
||||||
}else{
|
}else{
|
||||||
updateStatic();
|
updateStatic();
|
||||||
@@ -121,7 +125,7 @@ public class EditorTile extends Tile{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void firePreChanged(){
|
protected void firePreChanged(){
|
||||||
if(skip()){
|
if(state.isGame()){
|
||||||
super.firePreChanged();
|
super.firePreChanged();
|
||||||
}else{
|
}else{
|
||||||
updateStatic();
|
updateStatic();
|
||||||
|
|||||||
@@ -32,6 +32,7 @@ public class MapEditor{
|
|||||||
public int rotation;
|
public int rotation;
|
||||||
public Block drawBlock = Blocks.stone;
|
public Block drawBlock = Blocks.stone;
|
||||||
public Team drawTeam = Team.sharded;
|
public Team drawTeam = Team.sharded;
|
||||||
|
public boolean showTerrain = true, showFloor = true, showBuildings = true;
|
||||||
|
|
||||||
public boolean isLoading(){
|
public boolean isLoading(){
|
||||||
return loading;
|
return loading;
|
||||||
@@ -268,26 +269,6 @@ public class MapEditor{
|
|||||||
editor.flushOp();
|
editor.flushOp();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void addFloorCliffs(){
|
|
||||||
for(Tile tile : world.tiles){
|
|
||||||
if(!tile.floor().hasSurface() || tile.block() == Blocks.cliff) continue;
|
|
||||||
|
|
||||||
int rotation = 0;
|
|
||||||
for(int i = 0; i < 8; i++){
|
|
||||||
Tile other = world.tiles.get(tile.x + Geometry.d8[i].x, tile.y + Geometry.d8[i].y);
|
|
||||||
if(other != null && !other.floor().hasSurface()){
|
|
||||||
rotation |= (1 << i);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if(rotation != 0){
|
|
||||||
tile.setBlock(Blocks.cliff);
|
|
||||||
}
|
|
||||||
|
|
||||||
tile.data = (byte)rotation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void drawCircle(int x, int y, Cons<Tile> drawer){
|
public void drawCircle(int x, int y, Cons<Tile> drawer){
|
||||||
int clamped = (int)brushSize;
|
int clamped = (int)brushSize;
|
||||||
for(int rx = -clamped; rx <= clamped; rx++){
|
for(int rx = -clamped; rx <= clamped; rx++){
|
||||||
|
|||||||
@@ -650,10 +650,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
|||||||
|
|
||||||
tools.row();
|
tools.row();
|
||||||
|
|
||||||
tools.table(Tex.underline, t -> t.add("@editor.teams"))
|
tools.image(Tex.whiteui, Pal.gray).colspan(3).height(4f).width(size * 3f + 3f).row();
|
||||||
.colspan(3).height(40).width(size * 3f + 3f).padBottom(3);
|
|
||||||
|
|
||||||
tools.row();
|
|
||||||
|
|
||||||
ButtonGroup<ImageButton> teamgroup = new ButtonGroup<>();
|
ButtonGroup<ImageButton> teamgroup = new ButtonGroup<>();
|
||||||
|
|
||||||
@@ -695,14 +692,21 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
|||||||
|
|
||||||
mid.row();
|
mid.row();
|
||||||
|
|
||||||
|
mid.check("@editor.showblocks", editor.showBuildings, b -> {
|
||||||
|
editor.showBuildings = b;
|
||||||
|
editor.renderer.recacheShadows();
|
||||||
|
}).pad(2f).growX().with(Table::left).row();
|
||||||
|
mid.check("@editor.showterrain", editor.showTerrain, b -> {
|
||||||
|
editor.showTerrain = b;
|
||||||
|
editor.renderer.recacheTerrain();
|
||||||
|
}).pad(2f).growX().with(Table::left).row();
|
||||||
|
mid.check("@editor.showfloor", editor.showFloor, b -> editor.showFloor = b).pad(2f).growX().with(Table::left).row();
|
||||||
|
|
||||||
if(!mobile){
|
if(!mobile){
|
||||||
mid.table(t -> {
|
mid.button("@editor.center", Icon.move, Styles.flatt, view::center).growX().margin(9f);
|
||||||
t.button("@editor.center", Icon.move, Styles.flatt, view::center).growX().margin(9f);
|
|
||||||
}).growX().top();
|
|
||||||
}
|
}
|
||||||
}).margin(0).left().growY();
|
}).margin(0).left().growY();
|
||||||
|
|
||||||
|
|
||||||
cont.table(t -> t.add(view).grow()).grow();
|
cont.table(t -> t.add(view).grow()).grow();
|
||||||
|
|
||||||
cont.table(this::addBlockSelection).right().growY();
|
cont.table(this::addBlockSelection).right().growY();
|
||||||
|
|||||||
@@ -143,7 +143,7 @@ public class MapProcessorsDialog extends BaseDialog{
|
|||||||
|
|
||||||
processors.clear();
|
processors.clear();
|
||||||
|
|
||||||
//scan the entire world for processor (Groups.build can be empty, indexer is probably inaccurate)
|
//scan the entire world for processors (Groups.build can be empty, indexer is probably inaccurate)
|
||||||
Vars.world.tiles.eachTile(t -> {
|
Vars.world.tiles.eachTile(t -> {
|
||||||
if(t.isCenter() && t.block() == Blocks.worldProcessor){
|
if(t.isCenter() && t.block() == Blocks.worldProcessor){
|
||||||
processors.add(t.build);
|
processors.add(t.build);
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user