Compare commits
537 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
fa13d108d9 | ||
|
|
8069a7b306 | ||
|
|
42fe38c2aa | ||
|
|
87b71295f2 | ||
|
|
03bea6b291 | ||
|
|
0aa091b212 | ||
|
|
dec4913090 | ||
|
|
c01a35d410 | ||
|
|
15f5885b0f | ||
|
|
c3ccee72a7 | ||
|
|
139d7626b2 | ||
|
|
d285dd6855 | ||
|
|
0a066fbef7 | ||
|
|
4d70395204 | ||
|
|
98d4130222 | ||
|
|
24ee7a6af3 | ||
|
|
9a40c949d5 | ||
|
|
633105305a | ||
|
|
b22cfa0c74 | ||
|
|
58c1aee0df | ||
|
|
3d7b55c01e | ||
|
|
2510dcabb4 | ||
|
|
756e553b31 | ||
|
|
82443db8ec | ||
|
|
de6dd91277 | ||
|
|
ce532f25f7 | ||
|
|
8df1d96a2e | ||
|
|
7deb20ab65 | ||
|
|
219689a74f | ||
|
|
3426904a60 | ||
|
|
9e76806e90 | ||
|
|
3f5d963068 | ||
|
|
58fe731e70 | ||
|
|
121afa0c95 | ||
|
|
cb1ba51238 | ||
|
|
98a7e08624 | ||
|
|
43a913fa78 | ||
|
|
dd4b07b2a2 | ||
|
|
b587253ac0 | ||
|
|
d4cda24fb8 | ||
|
|
51a2588c4e | ||
|
|
de3c2430c0 | ||
|
|
4073ffbbb6 | ||
|
|
a55e0a3d53 | ||
|
|
d90c830b27 | ||
|
|
e53047854f | ||
|
|
cfabcaa871 | ||
|
|
b3c8a8ec4f | ||
|
|
78e2b1d3be | ||
|
|
b663f71640 | ||
|
|
31301a7c34 | ||
|
|
40395ef039 | ||
|
|
96af273bb5 | ||
|
|
e600d9bc02 | ||
|
|
da40fabeaa | ||
|
|
2641e0c1cc | ||
|
|
2bddc9a00f | ||
|
|
87ae076950 | ||
|
|
b2aefdd4cf | ||
|
|
88f1e0c4af | ||
|
|
47d28c0d20 | ||
|
|
b2a574eb66 | ||
|
|
08c136f4ee | ||
|
|
9c0446a053 | ||
|
|
ef4e93c396 | ||
|
|
efb9acce1b | ||
|
|
80d2ddfab9 | ||
|
|
67d3a9feb0 | ||
|
|
3dd3cf5a28 | ||
|
|
7bbb81cd17 | ||
|
|
a5080a3faf | ||
|
|
7d88eeee77 | ||
|
|
52baac3fe9 | ||
|
|
5fe8170e7c | ||
|
|
a2825a08a9 | ||
|
|
6a2ef5a8ca | ||
|
|
04b38dd103 | ||
|
|
a7a3aaf06a | ||
|
|
9f21a98923 | ||
|
|
ab64677ea9 | ||
|
|
dced8834b6 | ||
|
|
9ffc9cb4f4 | ||
|
|
05771f4337 | ||
|
|
82dfc3eba3 | ||
|
|
6b029cf8dd | ||
|
|
a8e829e3ee | ||
|
|
025ac78e27 | ||
|
|
4a3e9593fd | ||
|
|
f92e7fffac | ||
|
|
637b02c42e | ||
|
|
9e091eaf06 | ||
|
|
3e0aafea36 | ||
|
|
89e89efac6 | ||
|
|
1381291256 | ||
|
|
f7a0c59c53 | ||
|
|
4c9a1538f7 | ||
|
|
b9da705564 | ||
|
|
764c38c71e | ||
|
|
b0e0b46d2f | ||
|
|
964810add9 | ||
|
|
14fe0a4c85 | ||
|
|
4497e34bbb | ||
|
|
5a9e8cbcac | ||
|
|
912f2942a6 | ||
|
|
4890453214 | ||
|
|
fd6a98f9db | ||
|
|
2ad41a9047 | ||
|
|
9150360f74 | ||
|
|
08c1a7aa29 | ||
|
|
8b1c028b2a | ||
|
|
895cea805e | ||
|
|
364fb579be | ||
|
|
88cfc7ad66 | ||
|
|
7c8ad05bc2 | ||
|
|
14aef11a11 | ||
|
|
5ce539f6c5 | ||
|
|
078e467fb2 | ||
|
|
c12371ea12 | ||
|
|
2ec973b12c | ||
|
|
88acbbdc84 | ||
|
|
4f9ea8b70d | ||
|
|
d6495dda32 | ||
|
|
b2cd1adf46 | ||
|
|
2a6cd86bad | ||
|
|
6ae882fd3e | ||
|
|
a00dd8023b | ||
|
|
91b52f34a7 | ||
|
|
f4fb105adc | ||
|
|
ee3be887cd | ||
|
|
7f564e8ddf | ||
|
|
2362420f4d | ||
|
|
f7ae03ead7 | ||
|
|
1ce89c5306 | ||
|
|
f0186853ec | ||
|
|
06de790dc2 | ||
|
|
e76d33fd51 | ||
|
|
475b8d4f15 | ||
|
|
a0a06c450b | ||
|
|
7b9c4bb249 | ||
|
|
34dbb868dd | ||
|
|
1ce9b117cc | ||
|
|
0e684f1a32 | ||
|
|
569bbedf7d | ||
|
|
d8d85ebeef | ||
|
|
120fe61980 | ||
|
|
dc7e984fbe | ||
|
|
d7062322ac | ||
|
|
ac42a20f55 | ||
|
|
b7da1b955a | ||
|
|
c226dfd624 | ||
|
|
c61bff0904 | ||
|
|
6891ac58f2 | ||
|
|
c064587d5c | ||
|
|
13665de064 | ||
|
|
a6c2718354 | ||
|
|
6b4643f8e8 | ||
|
|
7b17caf131 | ||
|
|
b50b922d3a | ||
|
|
dce2e0ec17 | ||
|
|
772404a494 | ||
|
|
bda421680f | ||
|
|
b6ff695c4c | ||
|
|
524cb8a78b | ||
|
|
42edaceafc | ||
|
|
de4d4aa0ed | ||
|
|
6313a2b5cc | ||
|
|
a86761fea6 | ||
|
|
bf5be69df3 | ||
|
|
cee2f0babc | ||
|
|
2b6df1d328 | ||
|
|
03260f60cd | ||
|
|
3c95419987 | ||
|
|
f325e37ce9 | ||
|
|
e658a430f4 | ||
|
|
038b549e03 | ||
|
|
e4c2397097 | ||
|
|
dc5921b988 | ||
|
|
f56cd4f164 | ||
|
|
6b4b90bffd | ||
|
|
efbec69b3c | ||
|
|
4969e382f6 | ||
|
|
06589cd77f | ||
|
|
8ab249b815 | ||
|
|
a8bf71b12a | ||
|
|
ac2401daf1 | ||
|
|
fc1bfe0b24 | ||
|
|
dc27a0951c | ||
|
|
c23a0a1e62 | ||
|
|
a0e37f3f37 | ||
|
|
57b1cfa3fa | ||
|
|
acb4118f82 | ||
|
|
d88fc9b652 | ||
|
|
08c3de06e2 | ||
|
|
e890363345 | ||
|
|
b5392c1cc1 | ||
|
|
10a432d244 | ||
|
|
58b6c994d5 | ||
|
|
189ee293d3 | ||
|
|
9cc687efca | ||
|
|
ac95b2b9fa | ||
|
|
0bf2eea358 | ||
|
|
4e00176c98 | ||
|
|
4122a9d51d | ||
|
|
87e2dc69a2 | ||
|
|
d6619b9055 | ||
|
|
d368a73464 | ||
|
|
2906181f37 | ||
|
|
8db5ec0247 | ||
|
|
4d57e9fbdb | ||
|
|
1beadcf73b | ||
|
|
4981300476 | ||
|
|
b143b05ad7 | ||
|
|
91d4fcd2c3 | ||
|
|
b5d77dc7cf | ||
|
|
3d91b63f1f | ||
|
|
c1058ec351 | ||
|
|
7416bc3bb7 | ||
|
|
90d32abd6b | ||
|
|
b7049f35e6 | ||
|
|
011713cd25 | ||
|
|
43a3c3a340 | ||
|
|
c0d0419016 | ||
|
|
4fa45154bb | ||
|
|
54ea4acf22 | ||
|
|
8fb7aa34e3 | ||
|
|
1a89fc9f8e | ||
|
|
59c3b18a6f | ||
|
|
7d3e3155f7 | ||
|
|
db3c4fd8f7 | ||
|
|
c3b8abf3e5 | ||
|
|
a226d98116 | ||
|
|
e3ed17e7e9 | ||
|
|
6cdc054446 | ||
|
|
34d276ff43 | ||
|
|
fe8db2f978 | ||
|
|
e8b56fa91e | ||
|
|
7886e9fe52 | ||
|
|
60eb3afb8d | ||
|
|
383b793576 | ||
|
|
3c3b2dd7f1 | ||
|
|
fc8056343b | ||
|
|
c425828f4e | ||
|
|
f474d2b688 | ||
|
|
1c917da75c | ||
|
|
d88c3f7f33 | ||
|
|
cab20173c2 | ||
|
|
2545becb68 | ||
|
|
a7cdadf65c | ||
|
|
41dd28c197 | ||
|
|
861678fd71 | ||
|
|
f64279fb75 | ||
|
|
6c3b6aeea5 | ||
|
|
012eeabc87 | ||
|
|
d889acba16 | ||
|
|
26cf72b0c5 | ||
|
|
a1b47b1188 | ||
|
|
85b69d3afd | ||
|
|
266c5a541b | ||
|
|
cf6b7b5aa3 | ||
|
|
3edd934564 | ||
|
|
7ca16fee2a | ||
|
|
930ab20004 | ||
|
|
fb94d9777a | ||
|
|
f0fac538ac | ||
|
|
ba21ed19ef | ||
|
|
b84d12407f | ||
|
|
f391126b5b | ||
|
|
b8c7c2f740 | ||
|
|
8e7eeb2573 | ||
|
|
8e907f714a | ||
|
|
4e9461adde | ||
|
|
6a13f2ef08 | ||
|
|
3d34d95c74 | ||
|
|
be4dd84a13 | ||
|
|
a3c0c39615 | ||
|
|
5784b3207b | ||
|
|
87399ef1a9 | ||
|
|
670e9467da | ||
|
|
425b154e3b | ||
|
|
8d734d70cd | ||
|
|
48d3329b07 | ||
|
|
6986bcbf90 | ||
|
|
c30e3d2cd7 | ||
|
|
a552908d76 | ||
|
|
4f0ebdc4f3 | ||
|
|
9b9c7d5f5a | ||
|
|
5b74ef6e65 | ||
|
|
3343c02997 | ||
|
|
d1e0307d39 | ||
|
|
ac23bf8301 | ||
|
|
06b0bc03cb | ||
|
|
65244782a2 | ||
|
|
041f98d22a | ||
|
|
2c6a650856 | ||
|
|
9c6daf129a | ||
|
|
3ba889b8c1 | ||
|
|
9f388baf59 | ||
|
|
a0fdf07f1e | ||
|
|
8fca45468e | ||
|
|
f795007715 | ||
|
|
2106bcd30f | ||
|
|
7e0fb2707b | ||
|
|
65d6c1cc9e | ||
|
|
626398f10c | ||
|
|
3f2647eea3 | ||
|
|
5dc1e290e8 | ||
|
|
c0c5360d70 | ||
|
|
97d3f6f63f | ||
|
|
076193f2c2 | ||
|
|
fcd4e5a737 | ||
|
|
d6c1ab50ae | ||
|
|
b761c78145 | ||
|
|
1bdac35d90 | ||
|
|
0ebe105ddd | ||
|
|
6054c84fcd | ||
|
|
fce9bc3701 | ||
|
|
ccabe381d9 | ||
|
|
209352d3ed | ||
|
|
739ac72af5 | ||
|
|
1cf734855b | ||
|
|
a65325d676 | ||
|
|
4dfe23748f | ||
|
|
dc96457ac4 | ||
|
|
90796d041d | ||
|
|
034392c231 | ||
|
|
e58f4b0da3 | ||
|
|
dc4eada23f | ||
|
|
c5656278ad | ||
|
|
e77a1e2f2a | ||
|
|
58eee2b61a | ||
|
|
f53abd0b3d | ||
|
|
2fb59eb099 | ||
|
|
cae67b7897 | ||
|
|
6d2b324f81 | ||
|
|
128851a127 | ||
|
|
1a9b9669d7 | ||
|
|
281115a3ab | ||
|
|
9db792ccc9 | ||
|
|
8900967afe | ||
|
|
3e29667f90 | ||
|
|
9d157976db | ||
|
|
0fb86699a3 | ||
|
|
e255912156 | ||
|
|
65c63c292e | ||
|
|
06943d822d | ||
|
|
2aeebb5aea | ||
|
|
a01e4be75d | ||
|
|
e05ef341d9 | ||
|
|
ee8a258447 | ||
|
|
87f7e1f1c2 | ||
|
|
34be5ffc6c | ||
|
|
1dedefd56c | ||
|
|
3acbd1afed | ||
|
|
8b9fc34811 | ||
|
|
a0fe9e8415 | ||
|
|
da6aecf695 | ||
|
|
3791a7f375 | ||
|
|
15efb721a0 | ||
|
|
7130b6155c | ||
|
|
44428c1f60 | ||
|
|
f2232c15b1 | ||
|
|
460d3a0b44 | ||
|
|
43d4deb801 | ||
|
|
3e0eb4a875 | ||
|
|
e399ae9182 | ||
|
|
b3f0e9399d | ||
|
|
134167cb2e | ||
|
|
848fcfad1f | ||
|
|
f14f8eff83 | ||
|
|
10bb45de31 | ||
|
|
774443c960 | ||
|
|
d8106cb886 | ||
|
|
ef2736b3be | ||
|
|
6b2825954b | ||
|
|
f48900d6de | ||
|
|
bb4534afde | ||
|
|
e8fc33ca9e | ||
|
|
11542f8e17 | ||
|
|
45e744949e | ||
|
|
d4d2a5e54c | ||
|
|
98b6ac2d94 | ||
|
|
ed860e8395 | ||
|
|
cc693f97b6 | ||
|
|
11773a5991 | ||
|
|
d33d355aa2 | ||
|
|
67495e628b | ||
|
|
dd8c06192e | ||
|
|
d934a02791 | ||
|
|
3b10100ae4 | ||
|
|
bec2ca3821 | ||
|
|
2042d6ef29 | ||
|
|
fddc6e53f3 | ||
|
|
3f2aba4123 | ||
|
|
5397d8426c | ||
|
|
573db7d532 | ||
|
|
b393b053d0 | ||
|
|
28ba7f0bb3 | ||
|
|
3ae1d9c273 | ||
|
|
11a7a41648 | ||
|
|
3656e90ae1 | ||
|
|
03f6a7f590 | ||
|
|
b4aa16285e | ||
|
|
56b7e6357f | ||
|
|
38d9bc83a3 | ||
|
|
7a18e676fd | ||
|
|
15ea1a08f7 | ||
|
|
813106eae1 | ||
|
|
7a5a22389f | ||
|
|
06ab01a4dc | ||
|
|
c7ef1535aa | ||
|
|
986cbe1d25 | ||
|
|
1de633b009 | ||
|
|
f60b892029 | ||
|
|
5257ae26a3 | ||
|
|
1df6c5d0ca | ||
|
|
fc10ea5b0b | ||
|
|
579ba5cac2 | ||
|
|
5ea0ebbf2a | ||
|
|
19ee3baa18 | ||
|
|
1e80f9e867 | ||
|
|
bd492bfda4 | ||
|
|
09b5a0bb3b | ||
|
|
b6b7403a52 | ||
|
|
ce63479d2d | ||
|
|
30a5761182 | ||
|
|
5045f38054 | ||
|
|
a7a0450fa2 | ||
|
|
7ecebef57e | ||
|
|
5ae6ffae8e | ||
|
|
6f1287e11f | ||
|
|
1c0458041e | ||
|
|
04bc7b1f22 | ||
|
|
83d79ce348 | ||
|
|
b3b8e557af | ||
|
|
a4500b29f9 | ||
|
|
0658da9290 | ||
|
|
dd0a4d1c47 | ||
|
|
99df6527f2 | ||
|
|
d6806e546d | ||
|
|
ecd10623fe | ||
|
|
7d5478ec1d | ||
|
|
1fe0a14183 | ||
|
|
3d4b432540 | ||
|
|
c06c76d296 | ||
|
|
a226a74578 | ||
|
|
ed36204bed | ||
|
|
8f6afcecfb | ||
|
|
c3309bf3a9 | ||
|
|
686df5046a | ||
|
|
b34ceae965 | ||
|
|
50e2b828f7 | ||
|
|
09783898aa | ||
|
|
4812f89161 | ||
|
|
53c534eaa8 | ||
|
|
472cacbb3b | ||
|
|
a305ac31e6 | ||
|
|
6ff28b5d31 | ||
|
|
b472fed36d | ||
|
|
93b3f47d84 | ||
|
|
85f5557270 | ||
|
|
977f320122 | ||
|
|
bed851afe9 | ||
|
|
effbdecbd5 | ||
|
|
f3cac6a6bc | ||
|
|
ddaf9e24ca | ||
|
|
e7966fc6fd | ||
|
|
386b0929d8 | ||
|
|
45db096f0f | ||
|
|
a9a0615410 | ||
|
|
49bbd0b593 | ||
|
|
9cc3105518 | ||
|
|
9f7817f70e | ||
|
|
b78cd5bbd9 | ||
|
|
8898cbe6e4 | ||
|
|
34d994f384 | ||
|
|
6b56566ae1 | ||
|
|
ab0c534946 | ||
|
|
3c7de8d1ca | ||
|
|
16a01cbef3 | ||
|
|
fb37ecd1a8 | ||
|
|
c2c1271a4c | ||
|
|
c2108a3ce5 | ||
|
|
22f6244788 | ||
|
|
d4cf0cf27a | ||
|
|
5cd46ebce6 | ||
|
|
755c0286f4 | ||
|
|
527e38c2b5 | ||
|
|
46ee282fda | ||
|
|
9edd31fad3 | ||
|
|
30da4c0f47 | ||
|
|
bf61e4d6c2 | ||
|
|
0b4c4c4049 | ||
|
|
a35f7605f7 | ||
|
|
ea72441958 | ||
|
|
872939454f | ||
|
|
197d8c4060 | ||
|
|
703e0ecd75 | ||
|
|
17663aee3f | ||
|
|
2daf41c7d7 | ||
|
|
a0cf5b7265 | ||
|
|
576b7f6b6b | ||
|
|
fd0d864cb8 | ||
|
|
65c7acb31c | ||
|
|
c99758fe5a | ||
|
|
1033b5f374 | ||
|
|
94fc6482e2 | ||
|
|
76c3ceb41d | ||
|
|
1985d67f7a | ||
|
|
155f0d50f7 | ||
|
|
74b8c6d184 | ||
|
|
a1a880a208 | ||
|
|
b31df41018 | ||
|
|
53ef8d5ea0 | ||
|
|
66124b68b0 | ||
|
|
aac086066e | ||
|
|
3e854edf4b | ||
|
|
6712f23fe4 | ||
|
|
843a215df5 | ||
|
|
58909a06a5 | ||
|
|
acaed63c52 | ||
|
|
4d6334a941 | ||
|
|
72524a7289 | ||
|
|
081621936e | ||
|
|
32b9ff9f5d | ||
|
|
c6f9bc3b6f | ||
|
|
8602fd57f6 | ||
|
|
24fd6950c1 | ||
|
|
72ce49a753 | ||
|
|
dd8db10e72 | ||
|
|
6c0884a8d9 | ||
|
|
adc1316444 | ||
|
|
bfd742e89b | ||
|
|
d6e408267e | ||
|
|
dbe67b056f | ||
|
|
6d2c0c3863 | ||
|
|
f8d86ac840 | ||
|
|
20a96a9c5d |
3
.github/workflows/deployment.yml
vendored
@@ -45,9 +45,8 @@ jobs:
|
|||||||
rm README.md
|
rm README.md
|
||||||
git add .
|
git add .
|
||||||
git commit --allow-empty -m "Updating"
|
git commit --allow-empty -m "Updating"
|
||||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
|
||||||
git tag ${RELEASE_VERSION}
|
git tag ${RELEASE_VERSION}
|
||||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack ${RELEASE_VERSION}
|
||||||
cd ../Mindustry
|
cd ../Mindustry
|
||||||
- name: Create artifacts
|
- name: Create artifacts
|
||||||
run: |
|
run: |
|
||||||
|
|||||||
2
.github/workflows/pr.yml
vendored
@@ -15,6 +15,8 @@ jobs:
|
|||||||
uses: actions/setup-java@v1
|
uses: actions/setup-java@v1
|
||||||
with:
|
with:
|
||||||
java-version: 17
|
java-version: 17
|
||||||
|
- name: Fetch latest Arc
|
||||||
|
run: git clone --depth=1 --branch=master https://github.com/Anuken/Arc ../Arc
|
||||||
- name: Setup Gradle
|
- name: Setup Gradle
|
||||||
uses: gradle/gradle-build-action@v2
|
uses: gradle/gradle-build-action@v2
|
||||||
- name: Run unit tests
|
- name: Run unit tests
|
||||||
|
|||||||
2
.github/workflows/push.yml
vendored
@@ -25,6 +25,8 @@ jobs:
|
|||||||
uses: actions/setup-java@v1
|
uses: actions/setup-java@v1
|
||||||
with:
|
with:
|
||||||
java-version: 17
|
java-version: 17
|
||||||
|
- name: Fetch latest Arc
|
||||||
|
run: git clone --depth=1 --branch=master https://github.com/Anuken/Arc ../Arc
|
||||||
- name: Setup Gradle
|
- name: Setup Gradle
|
||||||
uses: gradle/gradle-build-action@v2
|
uses: gradle/gradle-build-action@v2
|
||||||
- name: Update bundles
|
- name: Update bundles
|
||||||
|
|||||||
@@ -20,6 +20,12 @@ Yes, there are occurrences of trailing spaces, extra newlines, empty indents, an
|
|||||||
|
|
||||||
I **especially** do not want to see PRs that apply any kind of automated analysis to the source code to "optimize" anything - my IDE can do that already. If the PR doesn't actually change anything useful, I'm not going to review or merge it.
|
I **especially** do not want to see PRs that apply any kind of automated analysis to the source code to "optimize" anything - my IDE can do that already. If the PR doesn't actually change anything useful, I'm not going to review or merge it.
|
||||||
|
|
||||||
|
### Do not make AI "contributions".
|
||||||
|
|
||||||
|
If I see a PR with significant amounts of code that's obviously written by AI, I will reject your PR, and you will be blocked. Don't waste my time with slop.
|
||||||
|
|
||||||
|
Asking AI questions, and using that information to help you write code? Fine. Using it to actually write code? No.
|
||||||
|
|
||||||
## Style Guidelines
|
## Style Guidelines
|
||||||
|
|
||||||
### Follow the formatting guidelines.
|
### Follow the formatting guidelines.
|
||||||
|
|||||||
@@ -11,7 +11,9 @@ _[Javadoc](https://mindustrygame.github.io/docs/)_
|
|||||||
|
|
||||||
## Contributing
|
## Contributing
|
||||||
|
|
||||||
See [CONTRIBUTING](CONTRIBUTING.md).
|
See [CONTRIBUTING](CONTRIBUTING.md) for general code style and PR guidelines.
|
||||||
|
|
||||||
|
If you are a first-time contributor looking for features to implement or bugs to fix, see the issues tagged with 'candidate' [in the Mindustry-Suggestions repostiory](https://github.com/Anuken/Mindustry-Suggestions/issues?q=is%3Aissue%20state%3Aopen%20label%3Acandidate).
|
||||||
|
|
||||||
## Building
|
## Building
|
||||||
|
|
||||||
|
|||||||
@@ -32,13 +32,6 @@
|
|||||||
<category android:name="android.intent.category.LAUNCHER"/>
|
<category android:name="android.intent.category.LAUNCHER"/>
|
||||||
</intent-filter>
|
</intent-filter>
|
||||||
|
|
||||||
<intent-filter>
|
|
||||||
<action android:name="android.intent.action.VIEW"/>
|
|
||||||
<category android:name="android.intent.category.DEFAULT"/>
|
|
||||||
<category android:name="android.intent.category.BROWSABLE"/>
|
|
||||||
<data android:mimeType="application/octet-stream" />
|
|
||||||
<data android:scheme="file" android:host="*" android:pathPattern=".*\\.msav"/>
|
|
||||||
</intent-filter>
|
|
||||||
</activity>
|
</activity>
|
||||||
|
|
||||||
</application>
|
</application>
|
||||||
|
|||||||
@@ -30,8 +30,8 @@ task deploy(type: Copy){
|
|||||||
|
|
||||||
android{
|
android{
|
||||||
namespace = "io.anuke.mindustry"
|
namespace = "io.anuke.mindustry"
|
||||||
buildToolsVersion = '34.0.0'
|
buildToolsVersion = '36.0.0'
|
||||||
compileSdk = 34
|
compileSdk = 36
|
||||||
sourceSets{
|
sourceSets{
|
||||||
main{
|
main{
|
||||||
manifest.srcFile 'AndroidManifest.xml'
|
manifest.srcFile 'AndroidManifest.xml'
|
||||||
@@ -40,7 +40,12 @@ android{
|
|||||||
renderscript.srcDirs = ['src']
|
renderscript.srcDirs = ['src']
|
||||||
res.srcDirs = ['res']
|
res.srcDirs = ['res']
|
||||||
assets.srcDirs = ['assets', 'src/main/assets', '../core/assets/']
|
assets.srcDirs = ['assets', 'src/main/assets', '../core/assets/']
|
||||||
jniLibs.srcDirs = ['libs']
|
|
||||||
|
if(localArc){
|
||||||
|
jniLibs.srcDirs += ['../../Arc/natives/natives-android/libs', '../../Arc/natives/natives-freetype-android/libs']
|
||||||
|
}else{
|
||||||
|
jniLibs.srcDirs = ['libs']
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
androidTest.setRoot('tests')
|
androidTest.setRoot('tests')
|
||||||
@@ -57,7 +62,7 @@ android{
|
|||||||
|
|
||||||
applicationId "io.anuke.mindustry"
|
applicationId "io.anuke.mindustry"
|
||||||
minSdkVersion 14
|
minSdkVersion 14
|
||||||
targetSdkVersion 34
|
targetSdkVersion 36
|
||||||
|
|
||||||
versionName versionNameResult
|
versionName versionNameResult
|
||||||
versionCode = vcode
|
versionCode = vcode
|
||||||
@@ -122,14 +127,15 @@ dependencies{
|
|||||||
implementation arcModule("backends:backend-android")
|
implementation arcModule("backends:backend-android")
|
||||||
implementation 'com.jakewharton.android.repackaged:dalvik-dx:9.0.0_r3'
|
implementation 'com.jakewharton.android.repackaged:dalvik-dx:9.0.0_r3'
|
||||||
|
|
||||||
natives "com.github.Anuken.Arc:natives-android:$arcHash"
|
if(!localArc){
|
||||||
natives "com.github.Anuken.Arc:natives-freetype-android:$arcHash"
|
natives "com.github.Anuken.Arc:natives-android:$arcHash"
|
||||||
|
natives "com.github.Anuken.Arc:natives-freetype-android:$arcHash"
|
||||||
|
}
|
||||||
|
|
||||||
def version;
|
def version, highestVersion
|
||||||
def highestVersion;
|
|
||||||
new File((String)findSdkDir(), "/platforms").eachFileMatch ~/android-\d+/, {
|
new File((String)findSdkDir(), "/platforms").eachFileMatch ~/android-\d+/, {
|
||||||
version = it.name.find(/\d+/).toInteger();
|
version = it.name.find(/\d+/).toInteger()
|
||||||
highestVersion = version > highestVersion ? version : highestVersion;
|
highestVersion = version > highestVersion ? version : highestVersion
|
||||||
}
|
}
|
||||||
|
|
||||||
def sdkFile = new File((String)findSdkDir(), "/platforms/android-${highestVersion}/android.jar")
|
def sdkFile = new File((String)findSdkDir(), "/platforms/android-${highestVersion}/android.jar")
|
||||||
@@ -137,11 +143,13 @@ dependencies{
|
|||||||
}
|
}
|
||||||
|
|
||||||
task copyAndroidNatives(){
|
task copyAndroidNatives(){
|
||||||
configurations.natives.files.each{ jar ->
|
if(!localArc){
|
||||||
copy{
|
configurations.natives.files.each{ jar ->
|
||||||
from zipTree(jar)
|
copy{
|
||||||
into file("libs/")
|
from zipTree(jar)
|
||||||
include "**"
|
into file("libs/")
|
||||||
|
include "**"
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -160,7 +160,7 @@ public class AndroidLauncher extends AndroidApplication{
|
|||||||
@Override
|
@Override
|
||||||
public OutputStream write(boolean append){
|
public OutputStream write(boolean append){
|
||||||
try{
|
try{
|
||||||
return getContentResolver().openOutputStream(uri);
|
return getContentResolver().openOutputStream(uri, "rwt");
|
||||||
}catch(IOException e){
|
}catch(IOException e){
|
||||||
throw new ArcRuntimeException(e);
|
throw new ArcRuntimeException(e);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -229,7 +229,7 @@ public class EntityIO{
|
|||||||
s(type.equals("boolean") ? "bool" : type.charAt(0) + "", field);
|
s(type.equals("boolean") ? "bool" : type.charAt(0) + "", field);
|
||||||
}else if(instanceOf(type, "mindustry.ctype.Content") && !type.equals("mindustry.ai.UnitStance") && !type.equals("mindustry.ai.UnitCommand")){
|
}else if(instanceOf(type, "mindustry.ctype.Content") && !type.equals("mindustry.ai.UnitStance") && !type.equals("mindustry.ai.UnitCommand")){
|
||||||
if(write){
|
if(write){
|
||||||
s("s", field + ".id");
|
s("s", field + " == null ? -1 : " + field + ".id");
|
||||||
}else{
|
}else{
|
||||||
st(field + "mindustry.Vars.content.getByID(mindustry.ctype.ContentType.$L, read.s())", BaseProcessor.simpleName(type).toLowerCase().replace("type", ""));
|
st(field + "mindustry.Vars.content.getByID(mindustry.ctype.ContentType.$L, read.s())", BaseProcessor.simpleName(type).toLowerCase().replace("type", ""));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -183,7 +183,11 @@ public class AssetsProcess extends BaseProcessor{
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(classname.equals("Sounds")){
|
if(classname.equals("Sounds")){
|
||||||
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()").build());
|
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()")
|
||||||
|
.addJavadoc("Does not play anything.").build());
|
||||||
|
|
||||||
|
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "unset", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()")
|
||||||
|
.addJavadoc("Used a placeholder value for unset default values. This is usually reassigned in init() of the relevant block or unit. Does not play anything.").build());
|
||||||
}
|
}
|
||||||
|
|
||||||
type.addMethod(loadBegin.build());
|
type.addMethod(loadBegin.build());
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
{version:2,fields:[{name:admin,type:boolean},{name:boosting,type:boolean},{name:color,type:arc.graphics.Color},{name:lastCommand,type:mindustry.ai.UnitCommand},{name:mouseX,type:float},{name:mouseY,type:float},{name:name,type:java.lang.String},{name:selectedBlock,type:mindustry.world.Block},{name:selectedRotation,type:int},{name:shooting,type:boolean},{name:team,type:mindustry.game.Team},{name:typing,type:boolean},{name:unit,type:Unit},{name:x,type:float},{name:y,type:float}]}
|
||||||
25
build.gradle
@@ -4,7 +4,7 @@ buildscript{
|
|||||||
ext{
|
ext{
|
||||||
arcHash = property("archash")
|
arcHash = property("archash")
|
||||||
|
|
||||||
localArc = !project.hasProperty("release") && new File(rootDir.parent, 'Arc').exists() && !project.hasProperty("noLocalArc")
|
localArc = new File(rootDir.parent, 'Arc').exists() && !project.hasProperty("noLocalArc")
|
||||||
|
|
||||||
arcModule = { String name ->
|
arcModule = { String name ->
|
||||||
//skip to last submodule
|
//skip to last submodule
|
||||||
@@ -44,7 +44,7 @@ allprojects{
|
|||||||
if(!project.hasProperty("versionType")) versionType = 'official'
|
if(!project.hasProperty("versionType")) versionType = 'official'
|
||||||
appName = 'Mindustry'
|
appName = 'Mindustry'
|
||||||
steamworksVersion = '0b86023401880bb5e586bc404bedbaae9b1f1c94'
|
steamworksVersion = '0b86023401880bb5e586bc404bedbaae9b1f1c94'
|
||||||
rhinoVersion = '73a812444ac388ac2d94013b5cadc8f70b7ea027'
|
rhinoVersion = '54b75cbd1207ef1fd5cff517cbd188e763c85baa'
|
||||||
|
|
||||||
loadVersionProps = {
|
loadVersionProps = {
|
||||||
return new Properties().with{p -> p.load(file('../core/assets/version.properties').newReader()); return p }
|
return new Properties().with{p -> p.load(file('../core/assets/version.properties').newReader()); return p }
|
||||||
@@ -113,7 +113,7 @@ allprojects{
|
|||||||
def output = 'en\n'
|
def output = 'en\n'
|
||||||
def bundles = new File(project(':core').projectDir, 'assets/bundles/')
|
def bundles = new File(project(':core').projectDir, 'assets/bundles/')
|
||||||
bundles.list().sort().each{ name ->
|
bundles.list().sort().each{ name ->
|
||||||
if(name == "bundle.properties") return
|
if(name == "bundle.properties" || name == "global.properties") return
|
||||||
output += name.substring("bundle".length() + 1, name.lastIndexOf('.')) + "\n"
|
output += name.substring("bundle".length() + 1, name.lastIndexOf('.')) + "\n"
|
||||||
}
|
}
|
||||||
new File(project(':core').projectDir, 'assets/locales').text = output
|
new File(project(':core').projectDir, 'assets/locales').text = output
|
||||||
@@ -223,7 +223,7 @@ configure(project(":annotations")){
|
|||||||
}
|
}
|
||||||
|
|
||||||
//compile with java 8 compatibility for everything except the annotation project
|
//compile with java 8 compatibility for everything except the annotation project
|
||||||
configure(subprojects - project(":annotations")){
|
configure(subprojects - project(":annotations") - project(":tests")){
|
||||||
tasks.withType(JavaCompile){
|
tasks.withType(JavaCompile){
|
||||||
options.compilerArgs.addAll(['--release', '8'])
|
options.compilerArgs.addAll(['--release', '8'])
|
||||||
}
|
}
|
||||||
@@ -246,7 +246,6 @@ project(":desktop"){
|
|||||||
implementation project(":core")
|
implementation project(":core")
|
||||||
implementation arcModule("extensions:profiling")
|
implementation arcModule("extensions:profiling")
|
||||||
implementation arcModule("extensions:discord")
|
implementation arcModule("extensions:discord")
|
||||||
implementation arcModule("natives:natives-filedialogs")
|
|
||||||
implementation arcModule("natives:natives-desktop")
|
implementation arcModule("natives:natives-desktop")
|
||||||
implementation arcModule("natives:natives-freetype-desktop")
|
implementation arcModule("natives:natives-freetype-desktop")
|
||||||
|
|
||||||
@@ -327,14 +326,13 @@ project(":core"){
|
|||||||
dependencies{
|
dependencies{
|
||||||
compileJava.dependsOn(preGen)
|
compileJava.dependsOn(preGen)
|
||||||
|
|
||||||
api "org.lz4:lz4-java:1.8.0"
|
api "at.yawk.lz4:lz4-java:1.10.2"
|
||||||
api arcModule("arc-core")
|
api arcModule("arc-core")
|
||||||
api arcModule("extensions:flabel")
|
api arcModule("extensions:flabel")
|
||||||
api arcModule("extensions:freetype")
|
api arcModule("extensions:freetype")
|
||||||
api arcModule("extensions:g3d")
|
api arcModule("extensions:g3d")
|
||||||
api arcModule("extensions:fx")
|
api arcModule("extensions:fx")
|
||||||
api arcModule("extensions:arcnet")
|
api arcModule("extensions:arcnet")
|
||||||
implementation arcModule("extensions:filedialogs")
|
|
||||||
api "com.github.Anuken:rhino:$rhinoVersion"
|
api "com.github.Anuken:rhino:$rhinoVersion"
|
||||||
if(localArc && debugged()) api arcModule("extensions:recorder")
|
if(localArc && debugged()) api arcModule("extensions:recorder")
|
||||||
if(localArc) api arcModule(":extensions:packer")
|
if(localArc) api arcModule(":extensions:packer")
|
||||||
@@ -400,6 +398,12 @@ project(":tests"){
|
|||||||
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
tasks.withType(JavaCompile){
|
||||||
|
targetCompatibility = JavaVersion.VERSION_17
|
||||||
|
sourceCompatibility = JavaVersion.VERSION_17
|
||||||
|
options.compilerArgs.addAll(['--release', '17'])
|
||||||
|
}
|
||||||
|
|
||||||
test{
|
test{
|
||||||
//fork every test so mods don't interact with each other
|
//fork every test so mods don't interact with each other
|
||||||
forkEvery = 1
|
forkEvery = 1
|
||||||
@@ -446,9 +450,10 @@ configure([":core", ":server"].collect{project(it)}){
|
|||||||
publications{
|
publications{
|
||||||
maven(MavenPublication){
|
maven(MavenPublication){
|
||||||
from components.java
|
from components.java
|
||||||
if(project.name == "core"){
|
//TODO: uncomment this once the jitpack packing is fixed (currently depends on a newer glibc version)
|
||||||
artifact(tasks.named("assetsJar"))
|
//if(project.name == "core"){
|
||||||
}
|
// artifact(tasks.named("assetsJar"))
|
||||||
|
//}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1069,6 +1069,20 @@
|
|||||||
"search": [
|
"search": [
|
||||||
"planet"
|
"planet"
|
||||||
]
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"uid": "ec43f846ca53702f30310718d627f2b5",
|
||||||
|
"css": "arrow-note",
|
||||||
|
"code": 59444,
|
||||||
|
"src": "custom_icons",
|
||||||
|
"selected": true,
|
||||||
|
"svg": {
|
||||||
|
"path": "M50 0L0 50V150 250 350 450 550 650L50 700H150 250 350 450 550 650 750L800 750 750 800 700 850V950L750 1000H850L900 950 950 900 1000 850 1050 800 1100 750 1150 700 1200 650V550L1150 500 1100 450 1050 400 1000 350 950 300 900 250 850 200H750L700 250V350L750 400 800 450 750 500H650 550 450 350 250L200 450V350 250 150 50L150 0Z",
|
||||||
|
"width": 1200
|
||||||
|
},
|
||||||
|
"search": [
|
||||||
|
"arrow-note"
|
||||||
|
]
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
BIN
core/assets-raw/icons/arrow-note.png
Normal file
|
After Width: | Height: | Size: 411 B |
|
After Width: | Height: | Size: 8.0 KiB |
|
Before Width: | Height: | Size: 751 B |
|
Before Width: | Height: | Size: 1.1 KiB |
|
After Width: | Height: | Size: 299 B |
|
After Width: | Height: | Size: 341 B |
|
After Width: | Height: | Size: 189 B |
|
Before Width: | Height: | Size: 353 B After Width: | Height: | Size: 256 B |
|
Before Width: | Height: | Size: 125 B After Width: | Height: | Size: 138 B |
BIN
core/assets-raw/sprites/ui/sectors/sector-fallenVessel.png
Normal file
|
After Width: | Height: | Size: 819 B |
|
Before Width: | Height: | Size: 808 B After Width: | Height: | Size: 808 B |
|
Before Width: | Height: | Size: 908 B After Width: | Height: | Size: 840 B |
BIN
core/assets-raw/sprites/units/weapons/scepter-mount.png
Normal file
|
After Width: | Height: | Size: 581 B |
@@ -101,6 +101,8 @@ coreattack = < Core is under attack! >
|
|||||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||||
database = Core Database
|
database = Core Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Save Game
|
savegame = Save Game
|
||||||
loadgame = Load Game
|
loadgame = Load Game
|
||||||
joingame = Join Game
|
joingame = Join Game
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This mod caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This mod caused errors when loading. Ask the mod author to fix them.
|
||||||
@@ -470,6 +472,14 @@ editor.rules = Rules
|
|||||||
editor.generation = Generation
|
editor.generation = Generation
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Data Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -794,6 +804,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -804,6 +815,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submission
|
sectors.viewsubmission = \ue80d View Submission
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -812,13 +824,12 @@ sectors.redirect = Redirect Launch Pads
|
|||||||
sectors.rename = Rename Sector
|
sectors.rename = Rename Sector
|
||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack!
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -873,13 +884,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -905,21 +917,6 @@ sector.planetaryTerminal.description = The final target.\n\nThis coastal base co
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1021,6 +1018,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1037,6 +1035,7 @@ stat.itemcapacity = Item Capacity
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Base Power Generation
|
stat.basepowergeneration = Base Power Generation
|
||||||
stat.productiontime = Production Time
|
stat.productiontime = Production Time
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1060,6 +1059,8 @@ stat.reload = Firing Rate
|
|||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1077,6 +1078,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1107,7 +1109,7 @@ ability.armorplate.description = Reduces damage taken while shooting
|
|||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs or deflects bullets, missiles and units
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs or deflects bullets, missiles and units
|
||||||
ability.suppressionfield = Repair Suppression
|
ability.suppressionfield = Repair Suppression
|
||||||
ability.suppressionfield.description = Stops nearby repair buildings
|
ability.suppressionfield.description = Stops nearby repair buildings and build towers
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.description = Zaps nearby enemies
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
@@ -1169,20 +1171,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] damage
|
bullet.damage = [stat]{0}[lightgray] damage
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~ [stat]{1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~ [stat]{1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
bullet.homing = [stat]homing
|
bullet.homing = [stat]homing
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
||||||
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}x[lightgray] pierce
|
bullet.pierce = [stat]{0}x[lightgray] pierce
|
||||||
@@ -1203,6 +1220,7 @@ unit.liquidsecond = liquid units/second
|
|||||||
unit.itemssecond = items/second
|
unit.itemssecond = items/second
|
||||||
unit.liquidunits = liquid units
|
unit.liquidunits = liquid units
|
||||||
unit.powerunits = power units
|
unit.powerunits = power units
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = degrees
|
unit.degrees = degrees
|
||||||
unit.seconds = seconds
|
unit.seconds = seconds
|
||||||
@@ -1219,6 +1237,8 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Power
|
category.power = Power
|
||||||
@@ -1429,6 +1449,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Infinite Resources
|
rules.infiniteresources = Infinite Resources
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reactor Explosions
|
rules.reactorexplosions = Reactor Explosions
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
@@ -1450,6 +1472,8 @@ 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
|
||||||
@@ -1457,6 +1481,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite Enemy Team Resources
|
rules.enemyCheat = Infinite Enemy Team Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1466,6 +1494,9 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1513,13 +1544,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Items
|
database-category.item = Items
|
||||||
content.liquid.name = Fluids
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Units
|
database-category.unit = Units
|
||||||
content.block.name = Blocks
|
database-category.block = Blocks
|
||||||
content.status.name = Status Effects
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sectors
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -2083,6 +2128,7 @@ hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatical
|
|||||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
|
hint.serpuloCoreZone = Additional :core-shard: [accent]Cores[] may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2111,6 +2157,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2139,7 +2213,7 @@ aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis st
|
|||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [[ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [[ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = Acquire some tungsten to build units.
|
||||||
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
||||||
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
||||||
|
|
||||||
@@ -2469,7 +2543,7 @@ unit.risso.description = Fires a barrage of missiles and bullets at enemy target
|
|||||||
unit.minke.description = Fires shells and standard bullets at enemy ground targets.
|
unit.minke.description = Fires shells and standard bullets at enemy ground targets.
|
||||||
unit.bryde.description = Fires long-range artillery shells and missiles at enemy targets.
|
unit.bryde.description = Fires long-range artillery shells and missiles at enemy targets.
|
||||||
unit.sei.description = Fires a barrage of missiles and armor-piercing bullets at enemy targets.
|
unit.sei.description = Fires a barrage of missiles and armor-piercing bullets at enemy targets.
|
||||||
unit.omura.description = Fires a long-range piercing railgun bolt at enemy targets. Constructs flare units.
|
unit.omura.description = Fires a long-range piercing railgun bolt at enemy targets.
|
||||||
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
|
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
|
||||||
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
|
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
|
||||||
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
|
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
|
||||||
@@ -2482,9 +2556,9 @@ unit.navanax.description = Fires explosive EMP projectiles, dealing significant
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets. Less affected by harmful terrain.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets. Less affected by liquid drag
|
||||||
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets. Less affected by harmful terrain.
|
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets. Less affected by liquid drag.
|
||||||
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets. Less affected by harmful terrain.
|
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets. Significantly less affected by liquid drag.
|
||||||
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
||||||
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
||||||
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
||||||
@@ -2590,8 +2664,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2612,6 +2684,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = For messages: Length of the contents.\nFor displays: Number of unprocessed graphics commands.
|
laccess.buffersize = For messages: Length of the contents.\nFor displays: Number of unprocessed graphics commands.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2638,7 +2711,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nOnly ASCII characters are allowed.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nOnly ASCII characters are allowed.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Ядро знаходзіцца пад атакай! >
|
|||||||
nearpoint = [[ [scarlet]ПАКІНЬЦЕ КРОПКУ ВЫСАДКІ НЕАДКЛАДНА[] ]\nанігіляцыя непазбежна
|
nearpoint = [[ [scarlet]ПАКІНЬЦЕ КРОПКУ ВЫСАДКІ НЕАДКЛАДНА[] ]\nанігіляцыя непазбежна
|
||||||
database = База дадзеных ядра
|
database = База дадзеных ядра
|
||||||
database.button = База Дадзеных
|
database.button = База Дадзеных
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Захаваць Гульню
|
savegame = Захаваць Гульню
|
||||||
loadgame = Спампаваць Гульню
|
loadgame = Спампаваць Гульню
|
||||||
joingame = Сеткавая Гульня
|
joingame = Сеткавая Гульня
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Кругавыя Залежнасці
|
|||||||
mod.incompletedependencies = [red]Няпоўныя Залежнасці
|
mod.incompletedependencies = [red]Няпоўныя Залежнасці
|
||||||
|
|
||||||
mod.requiresversion.details = Патрабуецца версія гульні: [accent]{0}[]\nВаша гульня застарэлая. Гэьая мадыфікацыя патрабуе навейшую версію гульні (магчыма beta/alpha рэлізы) как функцыянаваць.
|
mod.requiresversion.details = Патрабуецца версія гульні: [accent]{0}[]\nВаша гульня застарэлая. Гэьая мадыфікацыя патрабуе навейшую версію гульні (магчыма beta/alpha рэлізы) как функцыянаваць.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Гэта мадыфікацыя была ўручную дададзена ў чорны спіс для выклікаючых другія памылкі з гэтай версіяй гульні. Не выкарыстоўвайце гэта.
|
mod.blacklisted.details = Гэта мадыфікацыя была ўручную дададзена ў чорны спіс для выклікаючых другія памылкі з гэтай версіяй гульні. Не выкарыстоўвайце гэта.
|
||||||
mod.missingdependencies.details = Гэта мадыфікацыя мае прапушчаныя залежнасці: {0}
|
mod.missingdependencies.details = Гэта мадыфікацыя мае прапушчаныя залежнасці: {0}
|
||||||
mod.erroredcontent.details = Гэта гульня выклікала памылкі калі запускалася. Спытайце аўтара мадыфікацыі як гэта папрвіць.
|
mod.erroredcontent.details = Гэта гульня выклікала памылкі калі запускалася. Спытайце аўтара мадыфікацыі як гэта папрвіць.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Правілы:
|
|||||||
editor.generation = Генерацыя:
|
editor.generation = Генерацыя:
|
||||||
editor.objectives = Мэты
|
editor.objectives = Мэты
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Віншую.\n\nВорагі ў {0} былі пер
|
|||||||
sectorlist = Сектары
|
sectorlist = Сектары
|
||||||
sectorlist.attacked = {0} пад атакай
|
sectorlist.attacked = {0} пад атакай
|
||||||
sectors.unexplored = [lightgray]Не Разведана
|
sectors.unexplored = [lightgray]Не Разведана
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Рэсурсы:
|
sectors.resources = Рэсурсы:
|
||||||
sectors.production = Вытворчасць:
|
sectors.production = Вытворчасць:
|
||||||
sectors.export = Экспартавана:
|
sectors.export = Экспартавана:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Хваля:
|
|||||||
sectors.stored = Захавана:
|
sectors.stored = Захавана:
|
||||||
sectors.resume = Працягнуць
|
sectors.resume = Працягнуць
|
||||||
sectors.launch = Запусціць
|
sectors.launch = Запусціць
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Выбраць
|
sectors.select = Выбраць
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Пераназваць Сектар
|
|||||||
sectors.enemybase = [scarlet]Варожая База
|
sectors.enemybase = [scarlet]Варожая База
|
||||||
sectors.vulnerable = [scarlet]Уразлівы
|
sectors.vulnerable = [scarlet]Уразлівы
|
||||||
sectors.underattack = [scarlet]Атакуецца! [accent]{0}% пашкоджанняў
|
sectors.underattack = [scarlet]Атакуецца! [accent]{0}% пашкоджанняў
|
||||||
sectors.underattack.nodamage = [scarlet]Незахоплены
|
|
||||||
sectors.survives = [accent]Перажыта {0} хваляў
|
|
||||||
sectors.go = Зайсці
|
sectors.go = Зайсці
|
||||||
sector.abandon = Пакінуць Сектар
|
sector.abandon = Пакінуць Сектар
|
||||||
sector.abandon.confirm = Ядро(а) будуць самазнішчаны ў гэтым сектары.\n,Працягнуць?
|
sector.abandon.confirm = Ядро(а) будуць самазнішчаны ў гэтым сектары.\n,Працягнуць?
|
||||||
sector.curcapture = Сектар Захоплены
|
sector.curcapture = Сектар Захоплены
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Сектар Згублены
|
sector.curlost = Сектар Згублены
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Марская Крэпасць
|
|||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = The final target.\n\nThis coastal base co
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Пачатак
|
sector.onset.name = Пачатак
|
||||||
sector.aegis.name = Ахова
|
sector.aegis.name = Ахова
|
||||||
sector.lake.name = Рака
|
sector.lake.name = Рака
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Паветраныя мэты
|
stat.targetsair = Паветраныя мэты
|
||||||
stat.targetsground = Наземныя мэты
|
stat.targetsground = Наземныя мэты
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Умяшчальнасць прадметаў
|
|||||||
stat.memorycapacity = Ёмістасць Памяці
|
stat.memorycapacity = Ёмістасць Памяці
|
||||||
stat.basepowergeneration = Базавая генерацыя энергіі
|
stat.basepowergeneration = Базавая генерацыя энергіі
|
||||||
stat.productiontime = Час вытворчасці
|
stat.productiontime = Час вытворчасці
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Час поўнай рэгенерацыі
|
stat.repairtime = Час поўнай рэгенерацыі
|
||||||
stat.repairspeed = Хуткасць Рамонту
|
stat.repairspeed = Хуткасць Рамонту
|
||||||
stat.weapons = Зброя
|
stat.weapons = Зброя
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Стрэлы/секунду
|
|||||||
stat.ammo = Боепрыпасы
|
stat.ammo = Боепрыпасы
|
||||||
stat.shieldhealth = Трываласць Шчыта
|
stat.shieldhealth = Трываласць Шчыта
|
||||||
stat.cooldowntime = Час Перазарадкі
|
stat.cooldowntime = Час Перазарадкі
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Узрыўчатасць
|
stat.explosiveness = Узрыўчатасць
|
||||||
stat.basedeflectchance = Шанец Збоя Базы
|
stat.basedeflectchance = Шанец Збоя Базы
|
||||||
stat.lightningchance = Шанец Маланкі
|
stat.lightningchance = Шанец Маланкі
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Моц Здабычы
|
|||||||
stat.payloadcapacity = Ёмістасць Нагрузкі
|
stat.payloadcapacity = Ёмістасць Нагрузкі
|
||||||
stat.abilities = Здольнасйі
|
stat.abilities = Здольнасйі
|
||||||
stat.canboost = Можа Узлятаць
|
stat.canboost = Можа Узлятаць
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Паветраны
|
stat.flying = Паветраны
|
||||||
stat.ammouse = Выкарыстанне Боезапасу
|
stat.ammouse = Выкарыстанне Боезапасу
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Затрымка Запуску
|
|||||||
bar.input = Уваход
|
bar.input = Уваход
|
||||||
bar.output = Выхад
|
bar.output = Выхад
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
|
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat] {0} [lightgray]страты
|
bullet.damage = [stat] {0} [lightgray]страты
|
||||||
bullet.splashdamage = [stat] {0} [lightgray]страты ў радыусе ~ [stat] {1} [lightgray] блокаў
|
bullet.splashdamage = [stat] {0} [lightgray]страты ў радыусе ~ [stat] {1} [lightgray] блокаў
|
||||||
bullet.incendiary = [stat] запальны
|
bullet.incendiary = [stat] запальны
|
||||||
bullet.homing = [stat] саманаводных
|
bullet.homing = [stat] саманаводных
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat] {0} [lightgray]аддачы
|
bullet.knockback = [stat] {0} [lightgray]аддачы
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = вадкасных адзінак/секунду
|
|||||||
unit.itemssecond = прадметаў/секунду
|
unit.itemssecond = прадметаў/секунду
|
||||||
unit.liquidunits = вадкасных адзінак
|
unit.liquidunits = вадкасных адзінак
|
||||||
unit.powerunits = энерг. адзінак
|
unit.powerunits = энерг. адзінак
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = адзінкі энергіі
|
unit.heatunits = адзінкі энергіі
|
||||||
unit.degrees = град.
|
unit.degrees = град.
|
||||||
unit.seconds = сек.
|
unit.seconds = сек.
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = М.
|
|||||||
unit.billions = Б.
|
unit.billions = Б.
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /стрэл
|
unit.pershot = /стрэл
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Апісанне
|
category.purpose = Апісанне
|
||||||
category.general = Асноўныя
|
category.general = Асноўныя
|
||||||
category.power = Энергія
|
category.power = Энергія
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Схаваць Забароненыя Блокі
|
|||||||
rules.infiniteresources = Бясконцыя рэсурсы (Гулец)
|
rules.infiniteresources = Бясконцыя рэсурсы (Гулец)
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Дазволіць Толькі Дэплананне Ядра
|
rules.onlydepositcore = Дазволіць Толькі Дэплананне Ядра
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Выбухі рэактараў
|
rules.reactorexplosions = Выбухі рэактараў
|
||||||
rules.coreincinerates = Ядро Спальвае Рэсурсы
|
rules.coreincinerates = Ядро Спальвае Рэсурсы
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Ачысціць Будынкі Знішчанай Ка
|
|||||||
rules.corecapture = Захапіь Ядро Пры ЗніCapture Core On Destruction
|
rules.corecapture = Захапіь Ядро Пры ЗніCapture Core On Destruction
|
||||||
rules.polygoncoreprotection = Шматкутная Абарона Ядра
|
rules.polygoncoreprotection = Шматкутная Абарона Ядра
|
||||||
rules.placerangecheck = Праверка Вобласці Размяшчэння
|
rules.placerangecheck = Праверка Вобласці Размяшчэння
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Бясконцыя рэсурсы ІІ (чырвоная каманда)
|
rules.enemyCheat = Бясконцыя рэсурсы ІІ (чырвоная каманда)
|
||||||
rules.blockhealthmultiplier = Множнік здароўя блокаў
|
rules.blockhealthmultiplier = Множнік здароўя блокаў
|
||||||
rules.blockdamagemultiplier = Множнік Пашкоджання Блокам
|
rules.blockdamagemultiplier = Множнік Пашкоджання Блокам
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Множнік здароўя баяв. адз.
|
|||||||
rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
||||||
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
||||||
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Рэчывы
|
database-category.item = Items
|
||||||
content.liquid.name = Вадкасці
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Баявыя адзінкі
|
database-category.unit = Units
|
||||||
content.block.name = Блокі
|
database-category.block = Blocks
|
||||||
content.status.name = Эфекты Стану
|
database-category.status = Status Effects
|
||||||
content.sector.name = Сектары
|
database-category.sector = Sectors
|
||||||
content.team.name = Фракцыі
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Сцяна)
|
wallore = (Сцяна)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = Турэлі [accent]Хваля[] заражаныя вадой
|
|||||||
hint.generator = :combustion-generator: [accent]Генератары Згарання[] падпальваюць вугаль і перанакіраванне энергію суседнім блокам.\n\nРадыюс перадачы энергіі можа быць пашыраны з дапамогай :power-node: [accent]Энергетычных Вузлоў[].
|
hint.generator = :combustion-generator: [accent]Генератары Згарання[] падпальваюць вугаль і перанакіраванне энергію суседнім блокам.\n\nРадыюс перадачы энергіі можа быць пашыраны з дапамогай :power-node: [accent]Энергетычных Вузлоў[].
|
||||||
hint.guardian = Адзінкі [accent]Вартаўнік[] браніраваныя. Слабыя патроны такія як [accent]Медзь[] і [accent]Свінец[] [scarlet]не эфетўныя[].\n\nВыкарыстоўвайце больш моцныя турэлі або :graphite: [accent]Графіт[] у :duo:Двайных Турэлях/:salvo:Залпах каб знішчыць Вартаўніка.
|
hint.guardian = Адзінкі [accent]Вартаўнік[] браніраваныя. Слабыя патроны такія як [accent]Медзь[] і [accent]Свінец[] [scarlet]не эфетўныя[].\n\nВыкарыстоўвайце больш моцныя турэлі або :graphite: [accent]Графіт[] у :duo:Двайных Турэлях/:salvo:Залпах каб знішчыць Вартаўніка.
|
||||||
hint.coreUpgrade = Ядра могуць быць палепшаны [accent]размяшчэннем больш моцных паверх другіх[].\n\nРазмясціце ядро :core-foundation: [accent]Штаб[] паверх ядра :core-shard: [accent]Аскепак[]. Пераканайцеся, што гэта свабодна ад канструкцый побач.
|
hint.coreUpgrade = Ядра могуць быць палепшаны [accent]размяшчэннем больш моцных паверх другіх[].\n\nРазмясціце ядро :core-foundation: [accent]Штаб[] паверх ядра :core-shard: [accent]Аскепак[]. Пераканайцеся, што гэта свабодна ад канструкцый побач.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Серыя [accent]сектара зоны пасадкі[], такія як [accent]Ледзяны Лес[], можна запусціць з любога месца. Яны не патрабуюць захапляць тэрыторыі побач.\n\n[accent]Пранумараваныя сектары[], такія як гэты, [accent]неабавязковыя[].
|
hint.presetLaunch = Серыя [accent]сектара зоны пасадкі[], такія як [accent]Ледзяны Лес[], можна запусціць з любога месца. Яны не патрабуюць захапляць тэрыторыі побач.\n\n[accent]Пранумараваныя сектары[], такія як гэты, [accent]неабавязковыя[].
|
||||||
hint.presetDifficulty = На гэтым сектары [scarlet]вялікі узровень впрожай пагрозы[].\nЗапуск на такія сектары [accent]не рэкамендуецца[] без належнай тэхналогіі і падрыхтоўкі.
|
hint.presetDifficulty = На гэтым сектары [scarlet]вялікі узровень впрожай пагрозы[].\nЗапуск на такія сектары [accent]не рэкамендуецца[] без належнай тэхналогіі і падрыхтоўкі.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Усё што пастроена ў гэтай вобласцт бу
|
|||||||
gz.zone3 = Хваля амаль пачалася.\nПрыгатуйцеся.
|
gz.zone3 = Хваля амаль пачалася.\nПрыгатуйцеся.
|
||||||
gz.finish = Пабудуйце больш турэляў, дабудзьце больш рэсурсаў,\nі вытрывайце ад усе хвалі каб [accent]захапіць гэты сектар[].
|
gz.finish = Пабудуйце больш турэляў, дабудзьце больш рэсурсаў,\nі вытрывайце ад усе хвалі каб [accent]захапіць гэты сектар[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Нажміце каб дабываць :beryllium: [accent]берылій[] са сцен.\n\nВыкарыстоўвайце [accent][[WASD] каб рухацца.
|
onset.mine = Нажміце каб дабываць :beryllium: [accent]берылій[] са сцен.\n\nВыкарыстоўвайце [accent][[WASD] каб рухацца.
|
||||||
onset.mine.mobile = Націсніце каб дабываць :beryllium: [accent]берылій[] са сцен.
|
onset.mine.mobile = Націсніце каб дабываць :beryllium: [accent]берылій[] са сцен.
|
||||||
onset.research = Адчыніце :tree: дрэва тэхналогій.\nДаследуйце, а пасля размясціце :mechanical-drill: [accent]Турбінны Кандэнсатар[], на гейзеры.\nЁн будзе генераваць [accent]энергію[].
|
onset.research = Адчыніце :tree: дрэва тэхналогій.\nДаследуйце, а пасля размясціце :mechanical-drill: [accent]Турбінны Кандэнсатар[], на гейзеры.\nЁн будзе генераваць [accent]энергію[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Ядрото е нападнато! >
|
|||||||
nearpoint = [[ [scarlet]НАПУСНЕТЕ ОПАСНАТА ЗОНА МОМЕНТАЛНО[] ]\nредстои унижощение
|
nearpoint = [[ [scarlet]НАПУСНЕТЕ ОПАСНАТА ЗОНА МОМЕНТАЛНО[] ]\nредстои унижощение
|
||||||
database = Енциклопедия
|
database = Енциклопедия
|
||||||
database.button = База данни
|
database.button = База данни
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Запази Игра
|
savegame = Запази Игра
|
||||||
loadgame = Зареди Игра
|
loadgame = Зареди Игра
|
||||||
joingame = Присъедини се в Игра
|
joingame = Присъедини се в Игра
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Кръгобратни зависимости
|
|||||||
mod.incompletedependencies = [red]Незавършени зависимостиIncomplete Dependencies
|
mod.incompletedependencies = [red]Незавършени зависимостиIncomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Необходима е версия на играта: [accent]{0}[]\nВашата игра е остаряла. Тази модификация изисква по-нова версия на играта (вероятно бета/алфа издание), за да функционира.
|
mod.requiresversion.details = Необходима е версия на играта: [accent]{0}[]\nВашата игра е остаряла. Тази модификация изисква по-нова версия на играта (вероятно бета/алфа издание), за да функционира.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Тази модификация е била поставена в черен списък, защото причинява сривове и други проблеми с тази версия на играта. Не я използвайте.
|
mod.blacklisted.details = Тази модификация е била поставена в черен списък, защото причинява сривове и други проблеми с тази версия на играта. Не я използвайте.
|
||||||
mod.missingdependencies.details = Липсват следните зависимости за този мод: {0}
|
mod.missingdependencies.details = Липсват следните зависимости за този мод: {0}
|
||||||
mod.erroredcontent.details = Тази игра създаде грешки по време на зареждане. Помолете авторът да ги оправи.
|
mod.erroredcontent.details = Тази игра създаде грешки по време на зареждане. Помолете авторът да ги оправи.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Правила:
|
|||||||
editor.generation = Генериране:
|
editor.generation = Генериране:
|
||||||
editor.objectives = Задачи
|
editor.objectives = Задачи
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Поздравления.\n\nВрагът на {0}
|
|||||||
sectorlist = Сектори
|
sectorlist = Сектори
|
||||||
sectorlist.attacked = {0} е в опасност
|
sectorlist.attacked = {0} е в опасност
|
||||||
sectors.unexplored = [lightgray]Неизследвано
|
sectors.unexplored = [lightgray]Неизследвано
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ресурси:
|
sectors.resources = Ресурси:
|
||||||
sectors.production = Производство:
|
sectors.production = Производство:
|
||||||
sectors.export = Изнеси:
|
sectors.export = Изнеси:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Вълна:
|
|||||||
sectors.stored = Съхранени:
|
sectors.stored = Съхранени:
|
||||||
sectors.resume = Продължи
|
sectors.resume = Продължи
|
||||||
sectors.launch = Изстреляй
|
sectors.launch = Изстреляй
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Избери
|
sectors.select = Избери
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Преименувай Зоната
|
|||||||
sectors.enemybase = [scarlet]Вражеска база
|
sectors.enemybase = [scarlet]Вражеска база
|
||||||
sectors.vulnerable = [scarlet]Уязвима
|
sectors.vulnerable = [scarlet]Уязвима
|
||||||
sectors.underattack = [scarlet]Под атака! [accent]{0}% повредена
|
sectors.underattack = [scarlet]Под атака! [accent]{0}% повредена
|
||||||
sectors.underattack.nodamage = [scarlet]Незавладяно
|
|
||||||
sectors.survives = [accent]Оцелява {0} вълни
|
|
||||||
sectors.go = Посети
|
sectors.go = Посети
|
||||||
sector.abandon = Изоставяне
|
sector.abandon = Изоставяне
|
||||||
sector.abandon.confirm = Ядрото(-та) в този сектор ще се самоунищожат.\nПродължаване?
|
sector.abandon.confirm = Ядрото(-та) в този сектор ще се самоунищожат.\nПродължаване?
|
||||||
sector.curcapture = Зоната е превзета
|
sector.curcapture = Зоната е превзета
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Зоната е изгубена
|
sector.curlost = Зоната е изгубена
|
||||||
sector.missingresources = [scarlet]Недостатъчно ресурси в ядрото
|
sector.missingresources = [scarlet]Недостатъчно ресурси в ядрото
|
||||||
sector.attacked = Зона [accent]{0}[white] е под атака!
|
sector.attacked = Зона [accent]{0}[white] е под атака!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Крайморска крепост
|
|||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Крайна цел.\n\nТази край
|
|||||||
sector.coastline.description = На това място са засечени останките от технология за производството на морски единици. Отблъснете вражеските атаки, завладейте този сектор и присвоете технологията.
|
sector.coastline.description = На това място са засечени останките от технология за производството на морски единици. Отблъснете вражеските атаки, завладейте този сектор и присвоете технологията.
|
||||||
sector.navalFortress.description = Врагът е установил база на отдалечен, естествено укрепен остров. Унищожете базите им. Придобийте напредналата им морска технология и я проучете.
|
sector.navalFortress.description = Врагът е установил база на отдалечен, естествено укрепен остров. Унищожете базите им. Придобийте напредналата им морска технология и я проучете.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Началото
|
sector.onset.name = Началото
|
||||||
sector.aegis.name = Егида
|
sector.aegis.name = Егида
|
||||||
sector.lake.name = Езеро
|
sector.lake.name = Езеро
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Ресурсен капацитет
|
|||||||
stat.memorycapacity = Капацитет на паметта
|
stat.memorycapacity = Капацитет на паметта
|
||||||
stat.basepowergeneration = Основно производство на енергия
|
stat.basepowergeneration = Основно производство на енергия
|
||||||
stat.productiontime = Време за производство
|
stat.productiontime = Време за производство
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Време за пълна поправка на блок
|
stat.repairtime = Време за пълна поправка на блок
|
||||||
stat.repairspeed = Скорост на поправяне
|
stat.repairspeed = Скорост на поправяне
|
||||||
stat.weapons = Оръжия
|
stat.weapons = Оръжия
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Изстрели/Секунда
|
|||||||
stat.ammo = Боеприпаси
|
stat.ammo = Боеприпаси
|
||||||
stat.shieldhealth = Здравина на щита
|
stat.shieldhealth = Здравина на щита
|
||||||
stat.cooldowntime = Време за охлаждане
|
stat.cooldowntime = Време за охлаждане
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Експлозивност
|
stat.explosiveness = Експлозивност
|
||||||
stat.basedeflectchance = Базов шанс за отклоняване на изстрел
|
stat.basedeflectchance = Базов шанс за отклоняване на изстрел
|
||||||
stat.lightningchance = Вероятност за светкавица
|
stat.lightningchance = Вероятност за светкавица
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Ниво на добив
|
|||||||
stat.payloadcapacity = Товарен капацитет
|
stat.payloadcapacity = Товарен капацитет
|
||||||
stat.abilities = Способности
|
stat.abilities = Способности
|
||||||
stat.canboost = Може да ускорява
|
stat.canboost = Може да ускорява
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Летящ
|
stat.flying = Летящ
|
||||||
stat.ammouse = Употреба на боеприпаси
|
stat.ammouse = Употреба на боеприпаси
|
||||||
stat.ammocapacity = Муниции
|
stat.ammocapacity = Муниции
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Презареждане на изстрела
|
|||||||
bar.input = Вход
|
bar.input = Вход
|
||||||
bar.output = Изход
|
bar.output = Изход
|
||||||
bar.strength = [stat]{0}[lightgray]x сила
|
bar.strength = [stat]{0}[lightgray]x сила
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Контролиран от процесор
|
units.processorcontrol = [lightgray]Контролиран от процесор
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] щети
|
bullet.damage = [stat]{0}[lightgray] щети
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[lightgray] полета
|
bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[lightgray] полета
|
||||||
bullet.incendiary = [stat]Подпалване
|
bullet.incendiary = [stat]Подпалване
|
||||||
bullet.homing = [stat]Самонасочване
|
bullet.homing = [stat]Самонасочване
|
||||||
bullet.armorpierce = [stat]Пробождане на броня
|
bullet.armorpierce = [stat]Пробождане на броня
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] ограничена щета
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] ограничена щета
|
||||||
bullet.suppression = [stat]{0} сек[lightgray] възпиране на поправки ~ [stat]{1}[lightgray] плочки
|
bullet.suppression = [stat]{0} сек[lightgray] възпиране на поправки ~ [stat]{1}[lightgray] плочки
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/сек[lightgray] куршуми в интервал:
|
bullet.interval = [stat]{0}/сек[lightgray] куршуми в интервал:
|
||||||
bullet.frags = [stat]{0}[lightgray]x фрагменти:
|
bullet.frags = [stat]{0}[lightgray]x фрагменти:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x светкавица ~ [stat]{1}[lightgray] щети
|
bullet.lightning = [stat]{0}[lightgray]x светкавица ~ [stat]{1}[lightgray] щети
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] щети на сгради
|
bullet.buildingdamage = [stat]{0}%[lightgray] щети на сгради
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] отблъскване
|
bullet.knockback = [stat]{0}[lightgray] отблъскване
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробождане
|
bullet.pierce = [stat]{0}[lightgray]x пробождане
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = течност/секунда
|
|||||||
unit.itemssecond = предмети/секунда
|
unit.itemssecond = предмети/секунда
|
||||||
unit.liquidunits = течност
|
unit.liquidunits = течност
|
||||||
unit.powerunits = електричество
|
unit.powerunits = електричество
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = единици горещина
|
unit.heatunits = единици горещина
|
||||||
unit.degrees = градуси
|
unit.degrees = градуси
|
||||||
unit.seconds = секунди
|
unit.seconds = секунди
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = млн
|
|||||||
unit.billions = млр
|
unit.billions = млр
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /изстрел
|
unit.pershot = /изстрел
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Предназначение
|
category.purpose = Предназначение
|
||||||
category.general = Обща информация
|
category.general = Обща информация
|
||||||
category.power = Електричество
|
category.power = Електричество
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Скрий забранените блокове
|
|||||||
rules.infiniteresources = Безкрайни Ресурси
|
rules.infiniteresources = Безкрайни Ресурси
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Разрешете доставяне само в ядрото
|
rules.onlydepositcore = Разрешете доставяне само в ядрото
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Разрешете поправянето на изоставени блокове
|
rules.derelictrepair = Разрешете поправянето на изоставени блокове
|
||||||
rules.reactorexplosions = Експлозивни реактори
|
rules.reactorexplosions = Експлозивни реактори
|
||||||
rules.coreincinerates = Унищожаване на ресурси при преливане
|
rules.coreincinerates = Унищожаване на ресурси при преливане
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Изчисти сградите на победения
|
|||||||
rules.corecapture = Завладей ядро при унищожение
|
rules.corecapture = Завладей ядро при унищожение
|
||||||
rules.polygoncoreprotection = Полигонална защита на ядрото
|
rules.polygoncoreprotection = Полигонална защита на ядрото
|
||||||
rules.placerangecheck = Проверка за обхват при поставяне
|
rules.placerangecheck = Проверка за обхват при поставяне
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Безкрайни ресурси за компютъра (Червеният отбор)
|
rules.enemyCheat = Безкрайни ресурси за компютъра (Червеният отбор)
|
||||||
rules.blockhealthmultiplier = Множител на точките живот на блокове
|
rules.blockhealthmultiplier = Множител на точките живот на блокове
|
||||||
rules.blockdamagemultiplier = Множител на щетите на блокове
|
rules.blockdamagemultiplier = Множител на щетите на блокове
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Множител на точките живот н
|
|||||||
rules.unitdamagemultiplier = Множител на щетите на единици
|
rules.unitdamagemultiplier = Множител на щетите на единици
|
||||||
rules.unitcrashdamagemultiplier = Множител на вредата от разбиващи се единици
|
rules.unitcrashdamagemultiplier = Множител на вредата от разбиващи се единици
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Множител на слънчевата енергия
|
rules.solarmultiplier = Множител на слънчевата енергия
|
||||||
rules.unitcapvariable = Ядрата увеличават максималния брой единици
|
rules.unitcapvariable = Ядрата увеличават максималния брой единици
|
||||||
rules.unitpayloadsexplode = Носеният товар експлодира с единицата
|
rules.unitpayloadsexplode = Носеният товар експлодира с единицата
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Не позволява на играчите да поставят нещо в близост до вражеските сгради. Когато се опитват да поставят оръдие, обхватът е увеличен, за да не може оръдието да достигне врага.
|
rules.placerangecheck.info = Не позволява на играчите да поставят нещо в близост до вражеските сгради. Когато се опитват да поставят оръдие, обхватът е увеличен, за да не може оръдието да достигне врага.
|
||||||
rules.onlydepositcore.info = Не позволява на единиците да поставят предмети, в която и да е сграда, с изключение на ядро.
|
rules.onlydepositcore.info = Не позволява на единиците да поставят предмети, в която и да е сграда, с изключение на ядро.
|
||||||
|
|
||||||
content.item.name = Предмети
|
database-category.item = Items
|
||||||
content.liquid.name = Течности
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Единици
|
database-category.unit = Units
|
||||||
content.block.name = Блокове
|
database-category.block = Blocks
|
||||||
content.status.name = Статус-ефекти
|
database-category.status = Status Effects
|
||||||
content.sector.name = Сектори
|
database-category.sector = Sectors
|
||||||
content.team.name = Групировки
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Стена)
|
wallore = (Стена)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = Оръдията [accent]Вълна[] заредени със в
|
|||||||
hint.generator = \uf879 [accent]Горивните генератори[] горят въглища и зареждат с електроенергия съседни блокове.\n\nРазстоянието за предаване на енергия може да се увеличи чрез \uf87f [accent]Електрически възли[].
|
hint.generator = \uf879 [accent]Горивните генератори[] горят въглища и зареждат с електроенергия съседни блокове.\n\nРазстоянието за предаване на енергия може да се увеличи чрез \uf87f [accent]Електрически възли[].
|
||||||
hint.guardian = [accent]Пазителите[] са единици с повече броня. Слаби боеприпаси като [accent]Мед[] и [accent]Олово[] са [scarlet]неподходящи[] срещу тях.\n\nИзползвайте по-мощни оръдия или заредете Вашите \uf861Дуо/\uf859Салво с \uf835 [accent]Графит[], за да ги повалите.
|
hint.guardian = [accent]Пазителите[] са единици с повече броня. Слаби боеприпаси като [accent]Мед[] и [accent]Олово[] са [scarlet]неподходящи[] срещу тях.\n\nИзползвайте по-мощни оръдия или заредете Вашите \uf861Дуо/\uf859Салво с \uf835 [accent]Графит[], за да ги повалите.
|
||||||
hint.coreUpgrade = Ядрата могат да бъдат подобрявани като [accent]поставите по-добро ядро върху тях[].\n\nПоставете \uf868 [accent]Фондация[] върху \uf869 ядрото [accent]Частица[]. Уверете се че няма други препятствия там, където поставяте ядрото.
|
hint.coreUpgrade = Ядрата могат да бъдат подобрявани като [accent]поставите по-добро ядро върху тях[].\n\nПоставете \uf868 [accent]Фондация[] върху \uf869 ядрото [accent]Частица[]. Уверете се че няма други препятствия там, където поставяте ядрото.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Към сивите [accent]сектори за кацане[], какъвто е [accent]Замръзнала Гора[] можете да изстреляте ядро отвсякъде. Не е необходимо да превземате съседна територия.\n\n[accent]Номерираните сектори[], като този, са [accent]пожелателни[].
|
hint.presetLaunch = Към сивите [accent]сектори за кацане[], какъвто е [accent]Замръзнала Гора[] можете да изстреляте ядро отвсякъде. Не е необходимо да превземате съседна територия.\n\n[accent]Номерираните сектори[], като този, са [accent]пожелателни[].
|
||||||
hint.presetDifficulty = Този сектор има [scarlet]висока вражеска заплаха[].\nИзстрелването към такива сектори е [accent]нежелателно[] без нухната технология и подготовка.
|
hint.presetDifficulty = Този сектор има [scarlet]висока вражеска заплаха[].\nИзстрелването към такива сектори е [accent]нежелателно[] без нухната технология и подготовка.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Всичко построено в нейния радиус ще б
|
|||||||
gz.zone3 = Сега ще започне една такава вълна.\nПригответе се.
|
gz.zone3 = Сега ще започне една такава вълна.\nПригответе се.
|
||||||
gz.finish = Издигнете още оръдия, изкопайте повече ресурси\nи се защитете от всички прииждащи вълни, за да [accent]завладеете този сектор[].
|
gz.finish = Издигнете още оръдия, изкопайте повече ресурси\nи се защитете от всички прииждащи вълни, за да [accent]завладеете този сектор[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Цъкнете, за да копаете \uf748 [accent]берилий[] от стените.\n\nИзползвайте [accent][[WASD], за да се придвижвате.
|
onset.mine = Цъкнете, за да копаете \uf748 [accent]берилий[] от стените.\n\nИзползвайте [accent][[WASD], за да се придвижвате.
|
||||||
onset.mine.mobile = Натиснете, за да копаете \uf748 [accent]берилий[] от стените.
|
onset.mine.mobile = Натиснете, за да копаете \uf748 [accent]берилий[] от стените.
|
||||||
onset.research = Отворете \ue875 технологичния план.\nПроучете, после поставете \uf73e [accent]турбинен сгъстител[] върху отвора.\nТова ще генерира [accent]електричество[].
|
onset.research = Отворете \ue875 технологичния план.\nПроучете, после поставете \uf73e [accent]турбинен сгъстител[] върху отвора.\nТова ще генерира [accent]електричество[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Действия за строене на единици не са позволени тук.
|
|
||||||
|
|
||||||
lenum.type = Тип сграда/единица\nНапример, за рутер, това ще върне [accent]@router[].\nНе е текст.
|
lenum.type = Тип сграда/единица\nНапример, за рутер, това ще върне [accent]@router[].\nНе е текст.
|
||||||
lenum.shoot = Стреля към позиция.
|
lenum.shoot = Стреля към позиция.
|
||||||
lenum.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
|
lenum.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Неизвестно
|
lcategory.unknown = Неизвестно
|
||||||
lcategory.unknown.description = Некатегоризирани указания.
|
lcategory.unknown.description = Некатегоризирани указания.
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ link.google-play.description = Obchod Google Play
|
|||||||
link.f-droid.description = F-Droid
|
link.f-droid.description = F-Droid
|
||||||
link.wiki.description = Oficiální Wiki Mindustry
|
link.wiki.description = Oficiální Wiki Mindustry
|
||||||
link.suggestions.description = Doporučit nové funkce
|
link.suggestions.description = Doporučit nové funkce
|
||||||
link.bug.description = Našel jsi nějaký? Nahlaš ho zde
|
link.bug.description = Našel jsi nějaký? Nahlas ho zde
|
||||||
linkopen = Tento server vám poslal odkaz. Jste si jist s jeho otevřením?\n\n[sky]{0}
|
linkopen = Tento server vám poslal odkaz. Jste si jist s jeho otevřením?\n\n[sky]{0}
|
||||||
linkfail = Nepodařilo se otevřít odkaz!\nAdresa URL byla zkopírována do schránky.
|
linkfail = Nepodařilo se otevřít odkaz!\nAdresa URL byla zkopírována do schránky.
|
||||||
screenshot = Snímek obrazovky uložen {0}
|
screenshot = Snímek obrazovky uložen {0}
|
||||||
@@ -42,16 +42,16 @@ be.noupdates = Aktualizace nebyla nalezena.
|
|||||||
be.check = Zkontrolovat aktualizace
|
be.check = Zkontrolovat aktualizace
|
||||||
|
|
||||||
mods.browser = Prohlížeč modifikací
|
mods.browser = Prohlížeč modifikací
|
||||||
mods.browser.selected = Vybraný mod
|
mods.browser.selected = Vybraná modifikace
|
||||||
mods.browser.add = Stáhnout
|
mods.browser.add = Stáhnout
|
||||||
mods.browser.reinstall = Reinstalovat
|
mods.browser.reinstall = Přeinstalovat
|
||||||
mods.browser.view-releases = Zobrazit Vydání
|
mods.browser.view-releases = Zobrazit Vydání
|
||||||
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.noreleases = [scarlet]Žádná Vydání Nenalezena\n[accent]Nenalezena žádná vydání pro tuto modifikaci. 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
|
||||||
mods.github.open-release = Stranka Vydání
|
mods.github.open-release = Stránka Vydání
|
||||||
mods.browser.sortdate = Řadit podle nedavných
|
mods.browser.sortdate = Řadit podle nedávných
|
||||||
mods.browser.sortstars = Řadit podle hvězd
|
mods.browser.sortstars = Řadit podle hvězd
|
||||||
|
|
||||||
schematic = Šablona
|
schematic = Šablona
|
||||||
@@ -89,7 +89,7 @@ stats.unitsCreated = Jednotek Vytvořeno
|
|||||||
stats.enemiesDestroyed = Nepřátel Zničeno
|
stats.enemiesDestroyed = Nepřátel Zničeno
|
||||||
stats.built = Budov Postaveno
|
stats.built = Budov Postaveno
|
||||||
stats.destroyed = Budov Zničeno
|
stats.destroyed = Budov Zničeno
|
||||||
stats.deconstructed = Budov Zdekonstruovano
|
stats.deconstructed = Budov Rozebráno
|
||||||
stats.playtime = Doba Hraní
|
stats.playtime = Doba Hraní
|
||||||
|
|
||||||
globalitems = [accent]Celkové položky[]
|
globalitems = [accent]Celkové položky[]
|
||||||
@@ -101,6 +101,8 @@ coreattack = < Jádro je pod útokem! >
|
|||||||
nearpoint = [ [scarlet]IHNED OPUSŤTE PROSTOR VÝSADKU[] ]\nNebezpečí okamžité smrti!
|
nearpoint = [ [scarlet]IHNED OPUSŤTE PROSTOR VÝSADKU[] ]\nNebezpečí okamžité smrti!
|
||||||
database = Katalog objektů
|
database = Katalog objektů
|
||||||
database.button = Databáze
|
database.button = Databáze
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Uložit hru
|
savegame = Uložit hru
|
||||||
loadgame = Načíst hru
|
loadgame = Načíst hru
|
||||||
joingame = Připojit se ke hře
|
joingame = Připojit se ke hře
|
||||||
@@ -121,7 +123,7 @@ continue = Pokračovat
|
|||||||
maps.none = [lightgray]Mapy nebyly nalezeny.[]
|
maps.none = [lightgray]Mapy nebyly nalezeny.[]
|
||||||
invalid = Neplatné
|
invalid = Neplatné
|
||||||
pickcolor = Vyber barvu
|
pickcolor = Vyber barvu
|
||||||
color = Color
|
color = Barva
|
||||||
preparingconfig = Připravuji konfiguraci
|
preparingconfig = Připravuji konfiguraci
|
||||||
preparingcontent = Připravuji obsah hry
|
preparingcontent = Připravuji obsah hry
|
||||||
uploadingcontent = Nahrávám obsah hry
|
uploadingcontent = Nahrávám obsah hry
|
||||||
@@ -130,9 +132,9 @@ 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\nAby se zabránilo neustálému padání hry, [red]všechny modifikace se vyply.[]
|
mods.initfailed = [red]⚠[] Poslední Mindustry instanci se nepodařilo inicializovat. Nejpravděpodobněji to bylo způsobeno špatnou funkcí modifikací.\n\nAby se zabránilo neustálému padání hry, [red]všechny modifikace jsou vypnuté.[]
|
||||||
mods = Mody
|
mods = Modifikace
|
||||||
mods.name = Mod:
|
mods.name = Modifikace:
|
||||||
mods.none = [lightgray]Modifikace nebyly nalezeny.[]
|
mods.none = [lightgray]Modifikace nebyly nalezeny.[]
|
||||||
mods.guide = Průvodce modifikacemi
|
mods.guide = Průvodce modifikacemi
|
||||||
mods.report = Nahlásit závadu
|
mods.report = Nahlásit závadu
|
||||||
@@ -144,9 +146,9 @@ mod.installed = [[Instalováno]
|
|||||||
mod.display = [gray]Modifikace:[][orange] {0}[]
|
mod.display = [gray]Modifikace:[][orange] {0}[]
|
||||||
mod.enabled = [lightgray]Povoleno[]
|
mod.enabled = [lightgray]Povoleno[]
|
||||||
mod.disabled = [scarlet]Zakázáno[]
|
mod.disabled = [scarlet]Zakázáno[]
|
||||||
mod.multiplayer.compatible = [gray]Hra více hráčů komapitibilní
|
mod.multiplayer.compatible = [gray]Hra více hráčů kompatibilní
|
||||||
mod.disable = Zakázat
|
mod.disable = Zakázat
|
||||||
mod.version = Version:
|
mod.version = Verze:
|
||||||
mod.content = Obsah:
|
mod.content = Obsah:
|
||||||
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor by mohl být používán.
|
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor by mohl být používán.
|
||||||
|
|
||||||
@@ -158,13 +160,13 @@ 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
|
||||||
|
|
||||||
mod.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tento mod vyžaduje novější verzi hry (možná beta/alfa verze) aby fungoval.
|
mod.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tato modifikace vyžaduje novější verzi hry (možná beta/alfa verze) aby fungovala.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = Tato modifikace není kompatibilní s touto verzí hry. Autor ji musí aktualizovat a přidat [accent]minGameVersion: 154[] do souboru [accent]mod.json[].
|
||||||
mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
|
mod.blacklisted.details = Tato modifikace byla ručně zařazena na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte ji.
|
||||||
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 = Tato modifikace má závislosti, které na sobě navzájem závisí.
|
||||||
mod.incompletedependencies.details = Tento mod nelze načíst kvůli neplatným nebo chybějícím závislostem: {0}.
|
mod.incompletedependencies.details = Tato modifikace nelze načíst kvůli neplatným nebo chybějícím závislostem: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
||||||
|
|
||||||
@@ -172,7 +174,7 @@ mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
|||||||
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
|
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
|
||||||
mod.enable = Povolit
|
mod.enable = Povolit
|
||||||
mod.requiresrestart = Hra bude ukončena, aby bylo možné nasadit modifikace.
|
mod.requiresrestart = Hra bude ukončena, aby bylo možné nasadit modifikace.
|
||||||
mod.reloadrequired = [scarlet]Je vyžadováno znovuspuštění hry.
|
mod.reloadrequired = [scarlet]Je vyžadováno opakované spuštění hry.
|
||||||
mod.import = Importovat modifikaci
|
mod.import = Importovat modifikaci
|
||||||
mod.import.file = Importovat soubor
|
mod.import.file = Importovat soubor
|
||||||
mod.import.github = Import modifikace z GitHubu
|
mod.import.github = Import modifikace z GitHubu
|
||||||
@@ -185,7 +187,7 @@ 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]Modifikaccím chybí závislosti
|
mod.dependencies.error = [scarlet]Modifikacím chybí závislosti
|
||||||
mod.dependencies.soft = (nepovinné)
|
mod.dependencies.soft = (nepovinné)
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.download = Import
|
||||||
mod.dependencies.downloadreq = Vyžaduje se import
|
mod.dependencies.downloadreq = Vyžaduje se import
|
||||||
@@ -198,11 +200,11 @@ mod.dependencies.imported = Tato modifikace vyžaduje závislosti. Chcete je st
|
|||||||
about.button = O hře
|
about.button = O hře
|
||||||
name = Jméno:
|
name = Jméno:
|
||||||
noname = Nejdřív si vyber [accent]jméno ve hře[].
|
noname = Nejdřív si vyber [accent]jméno ve hře[].
|
||||||
search = Search:
|
search = Hledat:
|
||||||
planetmap = Planetární mapa
|
planetmap = Planetární mapa
|
||||||
launchcore = Vyslat jádro
|
launchcore = Vyslat jádro
|
||||||
filename = Název souboru:
|
filename = Název souboru:
|
||||||
unlocked = Byl odemmknut nový blok!
|
unlocked = Byl odemknut nový blok!
|
||||||
available = Je zpřístupněn nový výzkum!
|
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
|
||||||
@@ -244,7 +246,7 @@ 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}[]
|
||||||
host.info = Tento [accent]hostitel[] hostuje server na portu [scarlet]6567[]. \nKdokoliv na stejné [lightgray]síti Wifi nebo LAN (místní)[] by měl vidět server ve svém listu serverů.\n\nJestliže chcete, aby se uživatelé připojovali odkudkoliv pomocí adresy IP, může být nezbytné nastavit [accent]přesměrování portů[].\n\n[lightgray]Poznámka: Jestliže má někdo problém s připojením k LAN hře, měl by se předem ujistit, že má program Mindustry povolený přístup k místní síti v nastavení místního firewallu.
|
host.info = Tento [accent]hostitel[] hostuje server na portu [scarlet]6567[]. \nKdokoliv na stejné [lightgray]síti Wifi nebo LAN (místní)[] by měl vidět server ve svém listu serverů.\n\nJestliže chcete, aby se uživatelé připojovali odkudkoliv pomocí adresy IP, může být nezbytné nastavit [accent]přesměrování portů[].\n\n[lightgray]Poznámka: Jestliže má někdo problém s připojením k LAN hře, měl by se předem ujistit, že má program Mindustry povolený přístup k místní síti v nastavení místního firewallu.
|
||||||
join.info = Zde můžeš vložit [accent]adresu IP serveru[], ke kterému se chceš připojit, nebo zkusit nalézt [accent]servery v místní síti[] nebo [accent]globální servery[], ke kterým se můžeš připojit.\nJsou podporovány režimy hry více hráčů přes LAN i WAN.\n\n[lightgray]Poznámka: Neexistuje automatický globální seznam serverů Mindustry. Pokud se chceš k někomu připojit pomocí adresy IP, budeš ji muset znát od hostitele. Ten ji může zjistit pomocí zadání "my ip" do vyhledávače Google ze svého zařízení.
|
join.info = Zde můžeš vložit [accent]adresu IP serveru[], ke kterému se chceš připojit, nebo zkusit nalézt [accent]servery v místní síti[] nebo [accent]globální servery[], ke kterým se můžeš připojit.\nesou podporovány režimy hry více hráčů přes LAN i WAN.\n\n[lightgray]Poznámka: Neexistuje automatický globální seznam serverů Mindustry. Pokud se chceš k někomu připojit pomocí adresy IP, budeš ji muset znát od hostitele. Ten ji může zjistit pomocí zadání "my ip" do vyhledávače Google ze svého zařízení.
|
||||||
hostserver = Hostovat hru více hráčů
|
hostserver = Hostovat hru více hráčů
|
||||||
invitefriends = Pozvat přátele
|
invitefriends = Pozvat přátele
|
||||||
hostserver.mobile = Hostovat\nhru
|
hostserver.mobile = Hostovat\nhru
|
||||||
@@ -312,7 +314,7 @@ 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 = Při získávání UDP snímků vyprššel čas spojení.\nTo může být způsobeno nestabilní sítí nebo připojením.
|
disconnect.snapshottimeout = Při získávání UDP snímků vypršel 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...
|
||||||
@@ -342,17 +344,17 @@ slot = [accent]Pozice {0}[]
|
|||||||
editmessage = Upravit zprávu
|
editmessage = Upravit zprávu
|
||||||
save.corrupted = Uložená hra je poškozená nebo neplatná.
|
save.corrupted = Uložená hra je poškozená nebo neplatná.
|
||||||
empty = <Prázný>
|
empty = <Prázný>
|
||||||
on = On
|
on = Zapnuto
|
||||||
off = Off
|
off = Vypnuto
|
||||||
save.search = Hledat uložené hry...
|
save.search = Hledat uložené hry...
|
||||||
save.autosave = Automatické uložení: {0}
|
save.autosave = Automatické uložení: {0}
|
||||||
save.map = Mapa: {0}
|
save.map = Mapa: {0}
|
||||||
save.wave = Vlna: {0}
|
save.wave = Vlna: {0}
|
||||||
save.mode = Herní mod: {0}
|
save.mode = Herní modifikace: {0}
|
||||||
save.date = Naposledy uloženo: {0}
|
save.date = Naposledy uloženo: {0}
|
||||||
save.playtime = Herní čas: {0}
|
save.playtime = Herní čas: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = Nezobrazovat znovu
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = Varování ohledně podpory 32 bitových systémů
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
||||||
warning = Varování.
|
warning = Varování.
|
||||||
confirm = Potvrdit
|
confirm = Potvrdit
|
||||||
@@ -409,7 +411,7 @@ 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]Velicí zežim
|
commandmode.name = [accent]Velicí režim
|
||||||
commandmode.nounits = [žádné jednotky]
|
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}[]
|
||||||
@@ -453,7 +455,7 @@ editor.showterrain = Show Terrain
|
|||||||
editor.showfloor = Show Floor
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Seed:
|
editor.seed = Klíč generace:
|
||||||
editor.brush = Štětec
|
editor.brush = Štětec
|
||||||
editor.openin = Otevřít v editoru
|
editor.openin = Otevřít v editoru
|
||||||
editor.oregen = Generování rud
|
editor.oregen = Generování rud
|
||||||
@@ -467,7 +469,15 @@ editor.rules = Pravidla:
|
|||||||
editor.generation = Generace:
|
editor.generation = Generace:
|
||||||
editor.objectives = Úkoly:
|
editor.objectives = Úkoly:
|
||||||
editor.locales = Balíky jazyků
|
editor.locales = Balíky jazyků
|
||||||
editor.worldprocessors = World Processors
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
|
editor.worldprocessors = Globální Procesor
|
||||||
editor.worldprocessors.editname = Upravit název
|
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?
|
||||||
@@ -478,7 +488,7 @@ 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 mšapy
|
editor.filters = Filtrovat mapy
|
||||||
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:
|
||||||
@@ -540,7 +550,7 @@ editor.removeunit = Odstranit jednotku
|
|||||||
editor.teams = Týmy
|
editor.teams = Týmy
|
||||||
editor.errorload = Chyba při načítání souboru.
|
editor.errorload = Chyba při načítání souboru.
|
||||||
editor.errorsave = Chyba při ukládání souboru.
|
editor.errorsave = Chyba při ukládání souboru.
|
||||||
editor.errorimage = Toto je obrázek, ne mapa.\nPokud chceš importovat mapu z verze 3.5/sestavení 40, použij položku nabídky 'Importovat starou mapu'.
|
editor.errorimage = Toto je obrázek, ne mapa.\nPokud chceš importovat mapu z verze 3.5/sestavení 40 použij položku nabídky 'Importovat starou mapu'.
|
||||||
editor.errorlegacy = Tato mapa je příliš stará a používá formát mapy, který už není podporován.
|
editor.errorlegacy = Tato mapa je příliš stará a používá formát mapy, který už není podporován.
|
||||||
editor.errornot = Toto není soubor mapy.
|
editor.errornot = Toto není soubor mapy.
|
||||||
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
|
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
|
||||||
@@ -604,7 +614,7 @@ toolmode.drawteams = Kreslit týmy
|
|||||||
toolmode.drawteams.description = Kreslí týmy místo bloků.
|
toolmode.drawteams.description = Kreslí týmy místo bloků.
|
||||||
#unused
|
#unused
|
||||||
toolmode.underliquid = Pod Kapalinami
|
toolmode.underliquid = Pod Kapalinami
|
||||||
toolmode.underliquid.description = Kreslí podlahy pod kostkama kapalin.
|
toolmode.underliquid.description = Kreslí podlahy pod kostkami kapalin.
|
||||||
|
|
||||||
filters.empty = [lightgray]Nejsou zadány žádné filtry, přidej filtr tlačítkem níže.[]
|
filters.empty = [lightgray]Nejsou zadány žádné filtry, přidej filtr tlačítkem níže.[]
|
||||||
|
|
||||||
@@ -612,7 +622,7 @@ filter.distort = Zkreslení
|
|||||||
filter.noise = Zašumění
|
filter.noise = Zašumění
|
||||||
filter.enemyspawn = Výběr nepřátelské líhně
|
filter.enemyspawn = Výběr nepřátelské líhně
|
||||||
filter.spawnpath = Cesta k líhni
|
filter.spawnpath = Cesta k líhni
|
||||||
filter.corespawn = Váběr ládra
|
filter.corespawn = Výběr jádra
|
||||||
filter.median = Medián
|
filter.median = Medián
|
||||||
filter.oremedian = Medián rud
|
filter.oremedian = Medián rud
|
||||||
filter.blend = Prolnutí
|
filter.blend = Prolnutí
|
||||||
@@ -624,14 +634,14 @@ filter.clear = Vyčistit
|
|||||||
filter.option.ignore = Ignorovat
|
filter.option.ignore = Ignorovat
|
||||||
filter.scatter = Rozptýlení
|
filter.scatter = Rozptýlení
|
||||||
filter.terrain = Terén
|
filter.terrain = Terén
|
||||||
filter.logic = Logic
|
filter.logic = Logika
|
||||||
|
|
||||||
filter.option.scale = Měřítko
|
filter.option.scale = Měřítko
|
||||||
filter.option.chance = Náhoda
|
filter.option.chance = Náhoda
|
||||||
filter.option.mag = Velikost
|
filter.option.mag = Velikost
|
||||||
filter.option.threshold = Práh
|
filter.option.threshold = Práh
|
||||||
filter.option.circle-scale = Poloměr kružnice
|
filter.option.circle-scale = Poloměr kružnice
|
||||||
filter.option.octaves = Octávy
|
filter.option.octaves = Oktávy
|
||||||
filter.option.falloff = Pokles
|
filter.option.falloff = Pokles
|
||||||
filter.option.angle = Úhel
|
filter.option.angle = Úhel
|
||||||
filter.option.tilt = Naklonit
|
filter.option.tilt = Naklonit
|
||||||
@@ -644,7 +654,7 @@ filter.option.target = Cíl
|
|||||||
filter.option.replacement = Výměna
|
filter.option.replacement = Výměna
|
||||||
filter.option.wall = Stěna
|
filter.option.wall = Stěna
|
||||||
filter.option.ore = Ruda
|
filter.option.ore = Ruda
|
||||||
filter.option.floor2 = Druhotný povrch
|
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
|
||||||
@@ -755,8 +765,8 @@ unbannedblocks = Povolené bloky
|
|||||||
objectives = Úkoly
|
objectives = Úkoly
|
||||||
bannedunits = Zakázané jednotky
|
bannedunits = Zakázané jednotky
|
||||||
unbannedunits = Povolené jednotky
|
unbannedunits = Povolené jednotky
|
||||||
bannedunits.whitelist = Zakázané jednotky jako Whitelist
|
bannedunits.whitelist = Zakázané jednotky jako Bílá listina
|
||||||
bannedblocks.whitelist = Zakázané bloky jako Whitelist
|
bannedblocks.whitelist = Zakázané bloky jako Bílá listina
|
||||||
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}
|
||||||
@@ -781,7 +791,7 @@ error.moddex = Mindustry nemůže načíst tuto modifikaci.\nVaše zařízení b
|
|||||||
|
|
||||||
weather.rain.name = Déšť
|
weather.rain.name = Déšť
|
||||||
weather.snowing.name = Sníh
|
weather.snowing.name = Sníh
|
||||||
weather.sandstorm.name = Písečná ouře
|
weather.sandstorm.name = Písečná bouře
|
||||||
weather.sporestorm.name = Spórová bouře
|
weather.sporestorm.name = Spórová bouře
|
||||||
weather.fog.name = Mlha
|
weather.fog.name = Mlha
|
||||||
|
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Nastavení.\n\nNepřítel na {0} byl poražen.\n[lig
|
|||||||
sectorlist = Sektory
|
sectorlist = Sektory
|
||||||
sectorlist.attacked = {0} pod útokem
|
sectorlist.attacked = {0} pod útokem
|
||||||
sectors.unexplored = [lightgray]Neprozkoumáno
|
sectors.unexplored = [lightgray]Neprozkoumáno
|
||||||
|
sectors.attempts = Pokusy:
|
||||||
sectors.resources = Zdroje:
|
sectors.resources = Zdroje:
|
||||||
sectors.production = Výroba:
|
sectors.production = Výroba:
|
||||||
sectors.export = Exportovat:
|
sectors.export = Exportovat:
|
||||||
@@ -801,27 +812,27 @@ sectors.wave = Vlna:
|
|||||||
sectors.stored = Uskladněno:
|
sectors.stored = Uskladněno:
|
||||||
sectors.resume = Pokračovat
|
sectors.resume = Pokračovat
|
||||||
sectors.launch = Vyslat
|
sectors.launch = Vyslat
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d Prohlížet příspěvky
|
sectors.viewsubmission = \ue80d Prohlížet příspěvky
|
||||||
sectors.select = Vybrat
|
sectors.select = Vybrat
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Vyber Cíl Odpalu
|
||||||
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
||||||
sectors.redirect = Redirect Launch Pads
|
sectors.redirect = Přesměrovat Vysílací Plošinu
|
||||||
sectors.rename = Přejmenovat sektor
|
sectors.rename = Přejmenovat sektor
|
||||||
sectors.enemybase = [scarlet]Nepřátelská základna
|
sectors.enemybase = [scarlet]Nepřátelská základna
|
||||||
sectors.vulnerable = [scarlet]Zranitelný
|
sectors.vulnerable = [scarlet]Zranitelný
|
||||||
sectors.underattack = [scarlet]Pod palbou! [accent]{0}% poškozeno
|
sectors.underattack = [scarlet]Pod palbou! [accent]{0}% poškozeno
|
||||||
sectors.underattack.nodamage = [scarlet]Neobsazen
|
|
||||||
sectors.survives = [accent]Přežívá již {0} vln
|
|
||||||
sectors.go = Jdi
|
sectors.go = Jdi
|
||||||
sector.abandon = Opustit
|
sector.abandon = Opustit
|
||||||
sector.abandon.confirm = Jádro(a) tohoto sektoru se zničí.\nPokračovat?
|
sector.abandon.confirm = Jádro(a) tohoto sektoru se zničí.\nPokračovat?
|
||||||
sector.curcapture = Sektor polapen
|
sector.curcapture = Sektor polapen
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor ztracen
|
sector.curlost = Sektor ztracen
|
||||||
sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
||||||
sector.attacked = Sektor [accent]{0}[white] pod útokem!
|
sector.attacked = Sektor [accent]{0}[white] pod útokem!
|
||||||
sector.lost = Sektor [accent]{0}[white] ztracen! :(
|
sector.lost = Sektor [accent]{0}[white] ztracen! :(
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sektor [accent]{0}[white]Polapen!
|
||||||
sector.capture.current = Sector Captured!
|
sector.capture.current = Sektor Polapen!
|
||||||
sector.changeicon = Změnit Ikonu
|
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}[]
|
||||||
@@ -851,7 +862,7 @@ planet.serpulo.name = Serpulo
|
|||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Sol
|
planet.sun.name = Sol
|
||||||
|
|
||||||
sector.impact0078.name = Dopad 0078
|
sector.impact0078.name = Dopad 78
|
||||||
sector.groundZero.name = Základní tábor
|
sector.groundZero.name = Základní tábor
|
||||||
sector.craters.name = Krátery
|
sector.craters.name = Krátery
|
||||||
sector.frozenForest.name = Zamrzlý les
|
sector.frozenForest.name = Zamrzlý les
|
||||||
@@ -866,8 +877,8 @@ sector.fungalPass.name = Plísňový průsmyk
|
|||||||
sector.biomassFacility.name = Zařízení pro syntézu biomasy
|
sector.biomassFacility.name = Zařízení pro syntézu biomasy
|
||||||
sector.windsweptIslands.name = Větrné ostrovy
|
sector.windsweptIslands.name = Větrné ostrovy
|
||||||
sector.extractionOutpost.name = Extrakční základna
|
sector.extractionOutpost.name = Extrakční základna
|
||||||
sector.facility32m.name = Facility 32 M
|
sector.facility32m.name = Zázemí 32 M
|
||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Poskvrněné lesy
|
||||||
sector.infestedCanyons.name = Zamořené kaňony
|
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
|
||||||
@@ -875,11 +886,12 @@ sector.navalFortress.name = Námořní pevnost
|
|||||||
sector.polarAerodrome.name = Polární aerodrom
|
sector.polarAerodrome.name = Polární aerodrom
|
||||||
sector.atolls.name = Atoly
|
sector.atolls.name = Atoly
|
||||||
sector.testingGrounds.name = Testovací zázemí
|
sector.testingGrounds.name = Testovací zázemí
|
||||||
sector.seaPort.name = Mořský přístav
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Zvětralé údolí
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Pevnost podhoubí
|
sector.mycelialBastion.name = Pevnost podhoubí
|
||||||
sector.frontier.name = Fronta
|
sector.frontier.name = Fronta
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Potopené molo
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geotermální pevnost
|
sector.geothermalStronghold.name = Geotermální pevnost
|
||||||
|
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní zákl
|
|||||||
sector.coastline.description = V této lokaci byly objeveny pozůstatky techniky námořních jednotek. Odražte nepřátelské útoky, dobijte tento sektor a získejte technologii.
|
sector.coastline.description = V této lokaci byly objeveny pozůstatky techniky námořních jednotek. Odražte nepřátelské útoky, dobijte tento sektor a získejte technologii.
|
||||||
sector.navalFortress.description = Nepřítel si vybudoval základnu na odlehlém, přírodou opevněném ostrově. Zničte tuto základnu. Získejte jejich pokročilou technologii námořních plavidel a vyzkoumejte ji.
|
sector.navalFortress.description = Nepřítel si vybudoval základnu na odlehlém, přírodou opevněném ostrově. Zničte tuto základnu. Získejte jejich pokročilou technologii námořních plavidel a vyzkoumejte ji.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Nástup
|
sector.onset.name = Nástup
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Jezero
|
sector.lake.name = Jezero
|
||||||
@@ -965,8 +962,8 @@ status.tarred.name = Dehtovaný
|
|||||||
status.overdrive.name = Posílený
|
status.overdrive.name = Posílený
|
||||||
status.overclock.name = Přetaktovaný
|
status.overclock.name = Přetaktovaný
|
||||||
status.shocked.name = Šokovaný
|
status.shocked.name = Šokovaný
|
||||||
status.blasted.name = Vybouchlý
|
status.blasted.name = Vybuchlý
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = Zkorodovaný
|
||||||
status.unmoving.name = Nehybný
|
status.unmoving.name = Nehybný
|
||||||
status.boss.name = Strážce
|
status.boss.name = Strážce
|
||||||
|
|
||||||
@@ -981,7 +978,7 @@ 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 svá 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 vymaže 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
|
||||||
settings.clearresearch = Vymazat výzkum
|
settings.clearresearch = Vymazat výzkum
|
||||||
@@ -1014,10 +1011,11 @@ 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.frequency = Frekvence
|
||||||
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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Kapacita předmětů
|
|||||||
stat.memorycapacity = Kapacita paměti
|
stat.memorycapacity = Kapacita paměti
|
||||||
stat.basepowergeneration = Základní generování energie
|
stat.basepowergeneration = Základní generování energie
|
||||||
stat.productiontime = Čas produkce
|
stat.productiontime = Čas produkce
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Čas do úplné opravy
|
stat.repairtime = Čas do úplné opravy
|
||||||
stat.repairspeed = Rychlost Opravy
|
stat.repairspeed = Rychlost Opravy
|
||||||
stat.weapons = Zbraně
|
stat.weapons = Zbraně
|
||||||
@@ -1047,7 +1046,7 @@ stat.drillspeed = Základní rychlost vrtu
|
|||||||
stat.boosteffect = Účinek posílení
|
stat.boosteffect = Účinek posílení
|
||||||
stat.maxunits = Nejvýše aktivních jednotek
|
stat.maxunits = Nejvýše aktivních jednotek
|
||||||
stat.health = Životy
|
stat.health = Životy
|
||||||
stat.armor = Armor
|
stat.armor = Pancíř
|
||||||
stat.buildtime = Čas konstrukce
|
stat.buildtime = Čas konstrukce
|
||||||
stat.maxconsecutive = Nejvýše po sobě
|
stat.maxconsecutive = Nejvýše po sobě
|
||||||
stat.buildcost = Cena konstrukce
|
stat.buildcost = Cena konstrukce
|
||||||
@@ -1057,8 +1056,10 @@ stat.reload = Střel za 1s
|
|||||||
stat.ammo = Střelivo
|
stat.ammo = Střelivo
|
||||||
stat.shieldhealth = Zdraví štítu
|
stat.shieldhealth = Zdraví štítu
|
||||||
stat.cooldowntime = Čas na zchladnutí
|
stat.cooldowntime = Čas na zchladnutí
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Výbušnost
|
stat.explosiveness = Výbušnost
|
||||||
stat.basedeflectchance = Základní pravděpobnost odražení
|
stat.basedeflectchance = Základní pravděpodobnost odražení
|
||||||
stat.lightningchance = Pravděpodobnost blesku
|
stat.lightningchance = Pravděpodobnost blesku
|
||||||
stat.lightningdamage = Poškození bleskem
|
stat.lightningdamage = Poškození bleskem
|
||||||
stat.flammability = Hořlavost
|
stat.flammability = Hořlavost
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Těžící úroveň
|
|||||||
stat.payloadcapacity = Kapacita pro náklad
|
stat.payloadcapacity = Kapacita pro náklad
|
||||||
stat.abilities = Schopnosti
|
stat.abilities = Schopnosti
|
||||||
stat.canboost = Umí posilovat
|
stat.canboost = Umí posilovat
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Létající
|
stat.flying = Létající
|
||||||
stat.ammouse = Spotřeba Munice
|
stat.ammouse = Spotřeba Munice
|
||||||
stat.ammocapacity = Kapacita nábojů
|
stat.ammocapacity = Kapacita nábojů
|
||||||
@@ -1081,7 +1083,7 @@ stat.damagemultiplier = Násobitel Poškození
|
|||||||
stat.healthmultiplier = Násobitel Životů
|
stat.healthmultiplier = Násobitel Životů
|
||||||
stat.speedmultiplier = Násobitel Rychlostí
|
stat.speedmultiplier = Násobitel Rychlostí
|
||||||
stat.reloadmultiplier = Násobitel Přebití
|
stat.reloadmultiplier = Násobitel Přebití
|
||||||
stat.buildspeedmultiplier = Nasobič Rychlostí Stavby
|
stat.buildspeedmultiplier = Násobitel Rychlostí Stavby
|
||||||
stat.reactive = Reaguje
|
stat.reactive = Reaguje
|
||||||
stat.immunities = Imunita
|
stat.immunities = Imunita
|
||||||
stat.healing = Léčí se
|
stat.healing = Léčí se
|
||||||
@@ -1102,12 +1104,12 @@ ability.movelightning.description = Při pohybu vystřeluje blesky.
|
|||||||
ability.armorplate = Pancíř
|
ability.armorplate = Pancíř
|
||||||
ability.armorplate.description = Snižuje poškození od střelby.
|
ability.armorplate.description = Snižuje poškození od střelby.
|
||||||
ability.shieldarc = Štítový Oblouk
|
ability.shieldarc = Štítový Oblouk
|
||||||
ability.shieldarc.description = Vytváří silový štít oblokového tvaru, který pohlcuje kulky.
|
ability.shieldarc.description = Vytváří silový štít obloukového tvaru, který pohlcuje kulky.
|
||||||
ability.suppressionfield = Pole potlačení regenerace
|
ability.suppressionfield = Pole potlačení regenerace
|
||||||
ability.suppressionfield.description = Vyřadí z provozu všechny opravné stavby.
|
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 vyléčí přátelské jednotky
|
||||||
ability.regen = Regenerace
|
ability.regen = Regenerace
|
||||||
ability.regen.description = Časem regeneruje svoje zdraví
|
ability.regen.description = Časem regeneruje svoje zdraví
|
||||||
ability.liquidregen = Pohlcení tekutiny
|
ability.liquidregen = Pohlcení tekutiny
|
||||||
@@ -1144,7 +1146,7 @@ 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 = Energie v bateriiích: {0}/{1}
|
bar.powerbuffer = Energie v bateriích: {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}
|
||||||
@@ -1155,31 +1157,46 @@ bar.capacity = Kapacita: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Chlazení
|
bar.liquid = Chlazení
|
||||||
bar.heat = Teplo
|
bar.heat = Teplo
|
||||||
bar.cooldown = Cooldown
|
bar.cooldown = Prodleva
|
||||||
bar.instability = Nestabilita
|
bar.instability = Nestabilita
|
||||||
bar.heatamount = Teplo: {0}
|
bar.heatamount = Teplo: {0}
|
||||||
bar.heatpercent = Teplo: {0} ({1}%)
|
bar.heatpercent = Teplo: {0} ({1}%)
|
||||||
bar.power = Energie
|
bar.power = Energie
|
||||||
bar.progress = Konstrukce v průběhu
|
bar.progress = Konstrukce v průběhu
|
||||||
bar.loadprogress = Pokrok
|
bar.loadprogress = Pokrok
|
||||||
bar.launchcooldown = Launch Cooldown
|
bar.launchcooldown = Prodleva Odletu
|
||||||
bar.input = Vstup
|
bar.input = Vstup
|
||||||
bar.output = Výstup
|
bar.output = Výstup
|
||||||
bar.strength = [stat]{0}[lightgray]x síla
|
bar.strength = [stat]{0}[lightgray]x síla
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Procesor je ovládán[]
|
units.processorcontrol = [lightgray]Procesor je ovládán[]
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] poškození[]
|
bullet.damage = [stat]{0}[lightgray] poškození[]
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic
|
bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic
|
||||||
bullet.incendiary = [stat]zápalný
|
bullet.incendiary = [stat]zápalný
|
||||||
bullet.homing = [stat]samonaváděcí
|
bullet.homing = [stat]samonaváděcí
|
||||||
bullet.armorpierce = [stat]proražení brnění
|
bullet.armorpierce = [stat]proražení brnění
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
|
||||||
bullet.suppression = [stat]{0} sek[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
|
bullet.suppression = [stat]{0} sek[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sek[lightgray] interval kulek:
|
bullet.interval = [stat]{0}/sek[lightgray] interval kulek:
|
||||||
bullet.frags = [stat]{0}[lightgray]x střepinových 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.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] poškození štítu
|
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[]
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = kapalin/sekunda
|
|||||||
unit.itemssecond = předmětů/sekunda
|
unit.itemssecond = předmětů/sekunda
|
||||||
unit.liquidunits = jednotek kapalin
|
unit.liquidunits = jednotek kapalin
|
||||||
unit.powerunits = jednotek energie
|
unit.powerunits = jednotek energie
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = jednotek tepla
|
unit.heatunits = jednotek tepla
|
||||||
unit.degrees = úhly
|
unit.degrees = úhly
|
||||||
unit.seconds = sekundy
|
unit.seconds = sekundy
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mil.
|
|||||||
unit.billions = mld.
|
unit.billions = mld.
|
||||||
unit.shots = střely
|
unit.shots = střely
|
||||||
unit.pershot = /střela
|
unit.pershot = /střela
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Účel
|
category.purpose = Účel
|
||||||
category.general = Všeobecné
|
category.general = Všeobecné
|
||||||
category.power = Energie
|
category.power = Energie
|
||||||
@@ -1225,14 +1245,14 @@ category.crafting = Vstup/Výstup
|
|||||||
category.function = Funkce
|
category.function = Funkce
|
||||||
category.optional = Volitelné vylepšení
|
category.optional = Volitelné vylepšení
|
||||||
setting.alwaysmusic.name = Vždy přehrávat hudbu
|
setting.alwaysmusic.name = Vždy přehrávat hudbu
|
||||||
setting.alwaysmusic.description = Pokud je toto nastavení povoleno, bude hudba hrát neustále.Jinak bude hrát pouze v náhodných intervalech.
|
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/Přistání Jádra
|
||||||
setting.landscape.name = Uzamknout krajinu
|
setting.landscape.name = Uzamknout krajinu
|
||||||
setting.shadows.name = Stíny
|
setting.shadows.name = Stíny
|
||||||
setting.blockreplace.name = Automatický návrh bloků
|
setting.blockreplace.name = Automatický návrh bloků
|
||||||
setting.linear.name = Lineární filtrování
|
setting.linear.name = Lineární filtrování
|
||||||
setting.hints.name = Rady a tipy
|
setting.hints.name = Rady a tipy
|
||||||
setting.logichints.name = Logic Nápovědy
|
setting.logichints.name = Logická Nápovědy
|
||||||
setting.backgroundpause.name = Pozastavit v pozadí
|
setting.backgroundpause.name = Pozastavit v pozadí
|
||||||
setting.buildautopause.name = Automaticky pozastavit stavění
|
setting.buildautopause.name = Automaticky pozastavit stavění
|
||||||
setting.doubletapmine.name = Dvojklik pro Těžbu
|
setting.doubletapmine.name = Dvojklik pro Těžbu
|
||||||
@@ -1286,7 +1306,7 @@ setting.mutemusic.name = Ztišit hudbu
|
|||||||
setting.sfxvol.name = Hlasitost efektů
|
setting.sfxvol.name = Hlasitost efektů
|
||||||
setting.mutesound.name = Ztišit zvuk
|
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 = Aktualizovat Seznam Komunitních Serverů
|
||||||
setting.savecreate.name = Automaticky ukládat hru
|
setting.savecreate.name = Automaticky ukládat hru
|
||||||
setting.steampublichost.name = Veřejná viditelnost hry
|
setting.steampublichost.name = Veřejná viditelnost hry
|
||||||
setting.playerlimit.name = Nejvyšší počet hráčů
|
setting.playerlimit.name = Nejvyšší počet hráčů
|
||||||
@@ -1300,12 +1320,12 @@ 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 = Pouze pro přátele
|
steam.friendsonly = Pouze pro přátele
|
||||||
steam.friendsonly.tooltip = Určuje, zda bude hra přístupná jen tvým přátelům na Steamu, nebo všem.Odškrtnutí udělá hru veřejnou - připojit se bude moci každý.
|
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 = Minimální vzdálenost kamery
|
setting.maxmagnificationmultiplierpercent.name = Minimální vzdálenost kamery
|
||||||
setting.minmagnificationmultiplierpercent.name = Maximální vzdálenost kamery
|
setting.minmagnificationmultiplierpercent.name = Maximální vzdálenost kamery
|
||||||
setting.minmagnificationmultiplierpercent.description = Vysoké hodnoty mohou způsobit problémy s výkonem.
|
setting.minmagnificationmultiplierpercent.description = Vysoké hodnoty mohou způsobit problémy s výkonem.
|
||||||
public.beta = Poznámka: beta verze hry nemůžou vytvářet veřejné hry.
|
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 uživatelského 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
|
||||||
@@ -1394,7 +1414,7 @@ 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
|
||||||
keybind.research.name = Výzkum
|
keybind.research.name = Výzkum
|
||||||
keybind.block_info.name = Info o Bloku
|
keybind.block_info.name = Informace o Bloku
|
||||||
keybind.chat.name = Kanál zpráv
|
keybind.chat.name = Kanál zpráv
|
||||||
keybind.player_list.name = Seznam hráčů
|
keybind.player_list.name = Seznam hráčů
|
||||||
keybind.console.name = Terminál
|
keybind.console.name = Terminál
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Schovat zakázané kostky
|
|||||||
rules.infiniteresources = Neomezeně surovin
|
rules.infiniteresources = Neomezeně surovin
|
||||||
rules.fillitems = Plnit jádro pouze předměty
|
rules.fillitems = Plnit jádro pouze předměty
|
||||||
rules.onlydepositcore = Povolit ukládání pouze do jádra
|
rules.onlydepositcore = Povolit ukládání pouze do jádra
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Povolit opravu opuštěných bloků
|
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
|
||||||
@@ -1447,6 +1469,8 @@ rules.buildaitier = Úroveň AI stavitele
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = Útočná RTS AI
|
rules.rtsai.campaign = Útočná RTS AI
|
||||||
rules.rtsai.campaign.info = Na útočných mapách vytváří skupiny jednotek, které útočí na hráčské základny inteligentnějším způsobem.
|
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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Vyčistit Budovy Poražených Týmů (PvP)
|
|||||||
rules.corecapture = Dobýt Jádro Po Jeho Zničení
|
rules.corecapture = Dobýt Jádro Po Jeho Zničení
|
||||||
rules.polygoncoreprotection = Polygonální Ochrana Jádra
|
rules.polygoncoreprotection = Polygonální Ochrana Jádra
|
||||||
rules.placerangecheck = Dosah stavění
|
rules.placerangecheck = Dosah stavění
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Neomezeně surovin pro umělou inteligenci
|
rules.enemyCheat = Neomezeně surovin pro umělou inteligenci
|
||||||
rules.blockhealthmultiplier = Násobek zdraví bloků
|
rules.blockhealthmultiplier = Násobek zdraví bloků
|
||||||
rules.blockdamagemultiplier = Násobek poškození bloků
|
rules.blockdamagemultiplier = Násobek poškození bloků
|
||||||
@@ -1463,8 +1491,11 @@ rules.unithealthmultiplier = Násobek zdraví jednotek
|
|||||||
rules.unitdamagemultiplier = Násobek poškození jednotkami
|
rules.unitdamagemultiplier = Násobek poškození jednotkami
|
||||||
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Násobek Solární Energie
|
rules.solarmultiplier = Násobek Solární Energie
|
||||||
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
rules.unitcapvariable = Jádra Zvyšují Maximum Počtu Jednotek
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Základní Maximum Počtu Jednotek
|
rules.unitcap = Základní Maximum Počtu Jednotek
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Předměty
|
database-category.item = Items
|
||||||
content.liquid.name = Kapaliny
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Jednotky
|
database-category.unit = Units
|
||||||
content.block.name = Bloky
|
database-category.block = Blocks
|
||||||
content.status.name = Stavové Efekty
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sektory
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -1836,10 +1881,10 @@ block.rtg-generator.name = RTG
|
|||||||
block.spectre.name = Přízrak
|
block.spectre.name = Přízrak
|
||||||
block.meltdown.name = Rozpékač
|
block.meltdown.name = Rozpékač
|
||||||
block.foreshadow.name = Znamení osudu
|
block.foreshadow.name = Znamení osudu
|
||||||
block.container.name = Kontejnér
|
block.container.name = Kontejner
|
||||||
block.launch-pad.name = Vysílací plošina
|
block.launch-pad.name = Vysílací plošina
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Vysílací plošina
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Přijímací plošina
|
||||||
|
|
||||||
block.segment.name = Úsek
|
block.segment.name = Úsek
|
||||||
block.ground-factory.name = Pozemní továrna
|
block.ground-factory.name = Pozemní továrna
|
||||||
@@ -2055,7 +2100,7 @@ hint.respawn = Aby ses znovu přepnul na loď, zmáčkni [accent][[V][].
|
|||||||
hint.respawn.mobile = Přepnul ses na ovládání jednotky nebo konstrukce. Aby ses přepnul zpět na loď, klikni na avatara vlevo nahoře.
|
hint.respawn.mobile = Přepnul ses na ovládání jednotky nebo konstrukce. Aby ses přepnul zpět na loď, klikni na avatara vlevo nahoře.
|
||||||
hint.desktopPause = Zmáčkni [accent][[mezerník][] k pozastavení a zase spuštění hry.
|
hint.desktopPause = Zmáčkni [accent][[mezerník][] k pozastavení a zase spuštění hry.
|
||||||
hint.breaking = Klikni [accent]pravým tlačítkem[] a potáhni pro rozbití bloků.
|
hint.breaking = Klikni [accent]pravým tlačítkem[] a potáhni pro rozbití bloků.
|
||||||
hint.breaking.mobile = Použij \ue817 [accent]kladivo[] v pravém spodním rohu a pak ťupni pro rozbití bloků.\n\nPodrž chvíli prst a táhni pro rozbití bloků ve výběru.
|
hint.breaking.mobile = Použij \ue817 [accent]kladivo[] v pravém spodním rohu a pak ťupni pro rozbití bloků.\n\nPodrž chvíli prst a táhni pro rozbití bloků ve výběru.
|
||||||
hint.blockInfo = Pro zobrazení informací o bloku, vyberte blok ve [accent]stavebním menu[], poté kliknutím na [accent][[?][] tlačítka vpravo.
|
hint.blockInfo = Pro zobrazení informací o bloku, vyberte blok ve [accent]stavebním menu[], poté kliknutím na [accent][[?][] tlačítka vpravo.
|
||||||
hint.derelict = [accent]Opuštěné[] struktury jsou rozbíté pozůstalky starých základen, které již nefungujou.\n\nTyto struktury můžou být [accent]rozebraný[] pro získaní zdrojů.
|
hint.derelict = [accent]Opuštěné[] struktury jsou rozbíté pozůstalky starých základen, které již nefungujou.\n\nTyto struktury můžou být [accent]rozebraný[] pro získaní zdrojů.
|
||||||
hint.research = Použij tlačítko \ue875 [accent]Výzkum[] pro vyzkoumání nové technologie.
|
hint.research = Použij tlačítko \ue875 [accent]Výzkum[] pro vyzkoumání nové technologie.
|
||||||
@@ -2079,11 +2124,12 @@ hint.payloadDrop.mobile = [accent]Ťupni a drž[] na prázdném místě pro polo
|
|||||||
hint.waveFire = [accent]Naplň[] věže vodou místo munice pro automatické hašení okolních požárů.
|
hint.waveFire = [accent]Naplň[] věže vodou místo munice pro automatické hašení okolních požárů.
|
||||||
hint.generator = \uf879 [accent]Spalovací generátory[] pálí uhlí a přenášení energii do sousedících bloků.\n\nPřenos energie na delší vzdálenost se provádí pomocí \uf87f [accent]Energetických uzlů[].
|
hint.generator = \uf879 [accent]Spalovací generátory[] pálí uhlí a přenášení energii do sousedících bloků.\n\nPřenos energie na delší vzdálenost se provádí pomocí \uf87f [accent]Energetických uzlů[].
|
||||||
hint.guardian = Jednotky [accent]Strážce[] jsou obrněné. Měkká munice, jako je například [accent]měď[] a [accent]olovo[] je [scarlet]neefektivní[].\n\nPoužij vylepšené věže nebo \uf835 [accent]grafitovou[] munici pro \uf861 Střílnu Duo/\uf859 Salvu, abys Strážce sejmul.
|
hint.guardian = Jednotky [accent]Strážce[] jsou obrněné. Měkká munice, jako je například [accent]měď[] a [accent]olovo[] je [scarlet]neefektivní[].\n\nPoužij vylepšené věže nebo \uf835 [accent]grafitovou[] munici pro \uf861 Střílnu Duo/\uf859 Salvu, abys Strážce sejmul.
|
||||||
hint.coreUpgrade = Jádro může být vylepšeno [accent]překrytím jádrem vyšší úrovně[].\n\nUmísti jádro typu [accent]Základ[] přes jádro typu [accent]Odštěpek[]. Ujisti se, že v okolí nejsou žádné překážky.
|
hint.coreUpgrade = Jádro může být vylepšeno [accent]překrytím jádrem vyšší úrovně[].\n\nUmísti jádro typu [accent]Základ[] přes jádro typu [accent]Odštěpek[]. Ujisti se, že v okolí nejsou žádné překážky.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Na šedé [accent]sektory v přistávací zóně[], jako je například [accent]Zamrzlý les[], se lze vyslat kdykoli. Nevyžadují polapení okolního teritoria.\n\n[accent]Číslované sektory[], jako je tento, jsou [accent]volitelné[].
|
hint.presetLaunch = Na šedé [accent]sektory v přistávací zóně[], jako je například [accent]Zamrzlý les[], se lze vyslat kdykoli. Nevyžadují polapení okolního teritoria.\n\n[accent]Číslované sektory[], jako je tento, jsou [accent]volitelné[].
|
||||||
hint.presetDifficulty = Tento sektor má [scarlet]vysokou úroveň nepřátelského ohrožření[].\nSpouštení do takových sektorů se [accent]nedoporučuje[] bez náležité technologie a přípravy.
|
hint.presetDifficulty = Tento sektor má [scarlet]vysokou úroveň nepřátelského ohrožření[].\nSpouštení do takových sektorů se [accent]nedoporučuje[] bez náležité technologie a přípravy.
|
||||||
hint.coreIncinerate = Poté, co je kapacita jádra určité položky naplněna, jakékoliv další stejné přijaté položky budou [accent]zničeny[].
|
hint.coreIncinerate = Poté, co je kapacita jádra určité položky naplněna, jakékoliv další stejné přijaté položky budou [accent]zničeny[].
|
||||||
hint.factoryControl = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klikněte na tovární blok a poté klikněte pravým tlačítkem na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
hint.factoryControl = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klikněte na tovární blok a poté klikněte pravým tlačítkem na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
||||||
hint.factoryControl.mobile = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klepněte na tovární blok a poté klepněte na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
hint.factoryControl.mobile = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klepněte na tovární blok a poté klepněte na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
||||||
|
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Vše, postaveno v tomto okruhu bude zničeno při začátku příět
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Stiskni pro těžení :beryllium: [accent]beryllium[] ze stěn.
|
onset.mine.mobile = Stiskni pro těžení :beryllium: [accent]beryllium[] ze stěn.
|
||||||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2540,7 +2614,7 @@ lst.setprop = Sets a property of a unit or building.
|
|||||||
lst.effect = Create a particle effect.
|
lst.effect = Create a particle effect.
|
||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Stavba budov pomoci jednotek kontrolované procesorem neni povolené.
|
|
||||||
|
|
||||||
lenum.type = Typ budovy/jednotky.\nnapř. pro jakýkoliv směrovač, toto vrátí [accent]@router[].\nNikoliv textovou hodnotu.
|
lenum.type = Typ budovy/jednotky.\nnapř. pro jakýkoliv směrovač, toto vrátí [accent]@router[].\nNikoliv textovou hodnotu.
|
||||||
lenum.shoot = Vystřelí na určitou pozici.
|
lenum.shoot = Vystřelí na určitou pozici.
|
||||||
lenum.shootp = Vystřelí na jednotku/budovu s rychlostní předpovědí.
|
lenum.shootp = Vystřelí na jednotku/budovu s rychlostní předpovědí.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Šířka displeje v pixelech.
|
|||||||
laccess.displayheight = Výška displeje v pixelech.
|
laccess.displayheight = Výška displeje v pixelech.
|
||||||
laccess.buffersize = Počet nezpracovaných příkazů ve vyrovnávací paměti displeje.
|
laccess.buffersize = Počet nezpracovaných příkazů ve vyrovnávací paměti displeje.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Neznámé
|
lcategory.unknown = Neznámé
|
||||||
lcategory.unknown.description = Nezařazené instrukce.
|
lcategory.unknown.description = Nezařazené instrukce.
|
||||||
@@ -2643,7 +2716,7 @@ lenum.idiv = Číselné dělení.
|
|||||||
lenum.div = Dělení.\nVrací [accent]null[], pokud je děleno nulou.
|
lenum.div = Dělení.\nVrací [accent]null[], pokud je děleno nulou.
|
||||||
lenum.mod = Modulo (Vydělí 2 hodnoty a vrací zbytek).
|
lenum.mod = Modulo (Vydělí 2 hodnoty a vrací zbytek).
|
||||||
lenum.emod = True modulo, result sign comes from the divisor.
|
lenum.emod = True modulo, result sign comes from the divisor.
|
||||||
lenum.equal = Stejné. Vynucuje typy.\nNon-null objekty porovnané s čísly se stanou 1, jinak 0.
|
lenum.equal = Stejné. Vynucuje typy.\nNon-null objekty porovnané s čísly se stanou 1 jinak 0.
|
||||||
lenum.notequal = Není stejné. Vynucuje typy.
|
lenum.notequal = Není stejné. Vynucuje typy.
|
||||||
lenum.strictequal = Přísná rovnost. Nevynucuje typy.\nMůže být použít, jestli je [accent]null[].
|
lenum.strictequal = Přísná rovnost. Nevynucuje typy.\nMůže být použít, jestli je [accent]null[].
|
||||||
lenum.shl = Bitový posun vlevo.
|
lenum.shl = Bitový posun vlevo.
|
||||||
@@ -2721,7 +2794,7 @@ control.unit = Jednotka/Budova k zamíření.
|
|||||||
control.shoot = Zda střílet.
|
control.shoot = Zda střílet.
|
||||||
|
|
||||||
unitlocate.enemy = Zda lokalizovat nepřátelské budovy.
|
unitlocate.enemy = Zda lokalizovat nepřátelské budovy.
|
||||||
unitlocate.found = Zda objekt byl znalezen.
|
unitlocate.found = Zda objekt byl nalezen
|
||||||
unitlocate.building = Výstup hodnot pro lokalizovanou budovu.
|
unitlocate.building = Výstup hodnot pro lokalizovanou budovu.
|
||||||
unitlocate.outx = Výstup X pozice.
|
unitlocate.outx = Výstup X pozice.
|
||||||
unitlocate.outy = Výstup Y pozice.
|
unitlocate.outy = Výstup Y pozice.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Kerne er under angreb! >
|
|||||||
nearpoint = [[ [scarlet]FORLAD INVASIONSZONE OMGÅENDE[] ]\n Fare for udslettelse
|
nearpoint = [[ [scarlet]FORLAD INVASIONSZONE OMGÅENDE[] ]\n Fare for udslettelse
|
||||||
database = Kerne-database
|
database = Kerne-database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Gem spil
|
savegame = Gem spil
|
||||||
loadgame = Hent spil
|
loadgame = Hent spil
|
||||||
joingame = Deltag i spil
|
joingame = Deltag i spil
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Regler:
|
|||||||
editor.generation = Generering:
|
editor.generation = Generering:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurser:
|
sectors.resources = Resurser:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Genoptag
|
sectors.resume = Genoptag
|
||||||
sectors.launch = Affyr
|
sectors.launch = Affyr
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Vælg
|
sectors.select = Vælg
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Omdøb sektor
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = The final target.\n\nThis coastal base co
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Skyder flyvere
|
stat.targetsair = Skyder flyvere
|
||||||
stat.targetsground = Skyder fodgængere
|
stat.targetsground = Skyder fodgængere
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.itemsmoved = Bevægelseshastighed
|
stat.itemsmoved = Bevægelseshastighed
|
||||||
stat.launchtime = Tid mellem affyringer
|
stat.launchtime = Tid mellem affyringer
|
||||||
stat.shootrange = Rækkevidde
|
stat.shootrange = Rækkevidde
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Beholdningskapacitet
|
|||||||
stat.memorycapacity = Hukommelseskapacitet
|
stat.memorycapacity = Hukommelseskapacitet
|
||||||
stat.basepowergeneration = Grundlæggende strøm-output
|
stat.basepowergeneration = Grundlæggende strøm-output
|
||||||
stat.productiontime = Produktionstid
|
stat.productiontime = Produktionstid
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Skud pr. sekund
|
|||||||
stat.ammo = Ammunition
|
stat.ammo = Ammunition
|
||||||
stat.shieldhealth = Skjold-helbred
|
stat.shieldhealth = Skjold-helbred
|
||||||
stat.cooldowntime = Nedkølingstid
|
stat.cooldowntime = Nedkølingstid
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Eksplosivitet
|
stat.explosiveness = Eksplosivitet
|
||||||
stat.basedeflectchance = Grundlæggende reflektions-chance
|
stat.basedeflectchance = Grundlæggende reflektions-chance
|
||||||
stat.lightningchance = Lyn-chance
|
stat.lightningchance = Lyn-chance
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Mine-niveau
|
|||||||
stat.payloadcapacity = Last-kapacitet
|
stat.payloadcapacity = Last-kapacitet
|
||||||
stat.abilities = Evner
|
stat.abilities = Evner
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor kontrolleret
|
units.processorcontrol = [lightgray]Processor kontrolleret
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] skade
|
bullet.damage = [stat]{0}[lightgray] skade
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] felter
|
bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] felter
|
||||||
bullet.incendiary = [stat]brændfarlig
|
bullet.incendiary = [stat]brændfarlig
|
||||||
bullet.homing = [stat]målsøgende
|
bullet.homing = [stat]målsøgende
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] tilbageslag
|
bullet.knockback = [stat]{0}[lightgray] tilbageslag
|
||||||
bullet.pierce = [stat]{0}[lightgray]x gennemboring
|
bullet.pierce = [stat]{0}[lightgray]x gennemboring
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = væskeenheder/sekund
|
|||||||
unit.itemssecond = genstande/sekund
|
unit.itemssecond = genstande/sekund
|
||||||
unit.liquidunits = væskeenheder
|
unit.liquidunits = væskeenheder
|
||||||
unit.powerunits = strømenheder
|
unit.powerunits = strømenheder
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = grader
|
unit.degrees = grader
|
||||||
unit.seconds = sekunder
|
unit.seconds = sekunder
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mio
|
|||||||
unit.billions = mia
|
unit.billions = mia
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Generel
|
category.general = Generel
|
||||||
category.power = Strøm
|
category.power = Strøm
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Uendelig resurser
|
rules.infiniteresources = Uendelig resurser
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reaktor-eksplosioner
|
rules.reactorexplosions = Reaktor-eksplosioner
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Uendelig AI (rødt hold) resurser.
|
rules.enemyCheat = Uendelig AI (rødt hold) resurser.
|
||||||
rules.blockhealthmultiplier = Blok-helbreds-forstærker.
|
rules.blockhealthmultiplier = Blok-helbreds-forstærker.
|
||||||
rules.blockdamagemultiplier = Blok-skade-forstærker.
|
rules.blockdamagemultiplier = Blok-skade-forstærker.
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Enheds-helbreds-forstærker
|
|||||||
rules.unitdamagemultiplier = Enheds-skade-forstærker
|
rules.unitdamagemultiplier = Enheds-skade-forstærker
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Genstande
|
database-category.item = Items
|
||||||
content.liquid.name = Væsker
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Enheder
|
database-category.unit = Units
|
||||||
content.block.name = Blokke
|
database-category.block = Blocks
|
||||||
content.status.name = Status Effects
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sectors
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatical
|
|||||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Der Kern wird angegriffen! >
|
|||||||
nearpoint = [[ [scarlet]SOFORT DEN SPAWNPUNKT VERLASSEN[] ]\nVernichtung droht
|
nearpoint = [[ [scarlet]SOFORT DEN SPAWNPUNKT VERLASSEN[] ]\nVernichtung droht
|
||||||
database = Kern-Datenbank
|
database = Kern-Datenbank
|
||||||
database.button = Datenbank
|
database.button = Datenbank
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Spiel speichern
|
savegame = Spiel speichern
|
||||||
loadgame = Spiel laden
|
loadgame = Spiel laden
|
||||||
joingame = Spiel beitreten
|
joingame = Spiel beitreten
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Wechselseitige Abhängigkeiten
|
|||||||
mod.incompletedependencies = [red]Fehlende Abhängigkeiten
|
mod.incompletedependencies = [red]Fehlende Abhängigkeiten
|
||||||
|
|
||||||
mod.requiresversion.details = Benötigt Spielversion [accent]{0}[]\nDein Spiel ist veraltet. Diese Mod benötigt eine neuere (möglicherweise Alpha- oder Beta-) Spielversion.
|
mod.requiresversion.details = Benötigt Spielversion [accent]{0}[]\nDein Spiel ist veraltet. Diese Mod benötigt eine neuere (möglicherweise Alpha- oder Beta-) Spielversion.
|
||||||
mod.incompatiblemod.details = Diese Mod ist nicht mit der neusten Spielversion kompatibel. Der Entwickler muss sie aktualisieren und [accent]minGameVersion: 147[] in der [accent]mod.json[] Datei hinzufügen.
|
mod.incompatiblemod.details = Diese Mod ist nicht mit der neusten Spielversion kompatibel. Der Entwickler muss sie aktualisieren und [accent]minGameVersion: 154[] in der [accent]mod.json[] Datei hinzufügen.
|
||||||
mod.blacklisted.details = Diese Mod wurde manuell gesperrt, weil sie diese Spielversion zum Abstürzen bringt oder andere Fehler verursacht. Benutze diese Mod nicht.
|
mod.blacklisted.details = Diese Mod wurde manuell gesperrt, weil sie diese Spielversion zum Abstürzen bringt oder andere Fehler verursacht. Benutze diese Mod nicht.
|
||||||
mod.missingdependencies.details = Dieser Mod fehlen folgende Abhängigkeiten: {0}
|
mod.missingdependencies.details = Dieser Mod fehlen folgende Abhängigkeiten: {0}
|
||||||
mod.erroredcontent.details = Diese Mod hat beim Laden Fehler verursacht. Bitte den Mod-Autor, diese zu beheben.
|
mod.erroredcontent.details = Diese Mod hat beim Laden Fehler verursacht. Bitte den Mod-Autor, diese zu beheben.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Regeln
|
|||||||
editor.generation = Generator
|
editor.generation = Generator
|
||||||
editor.objectives = Ziele
|
editor.objectives = Ziele
|
||||||
editor.locales = Sprach-Bundle
|
editor.locales = Sprach-Bundle
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Weltprozessoren
|
editor.worldprocessors = Weltprozessoren
|
||||||
editor.worldprocessors.editname = Name bearbeiten
|
editor.worldprocessors.editname = Name bearbeiten
|
||||||
editor.worldprocessors.none = [lightgray]Keine Weltprozessor-Blöcke gefunden!\nFüge einen im Karteneditor hinzu oder benutze den \ue813 Hinzufügen-Button unten.
|
editor.worldprocessors.none = [lightgray]Keine Weltprozessor-Blöcke gefunden!\nFüge einen im Karteneditor hinzu oder benutze den \ue813 Hinzufügen-Button unten.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Glückwunsch.\n\nDer Gegner auf {0} ist besiegt word
|
|||||||
sectorlist = Sektoren
|
sectorlist = Sektoren
|
||||||
sectorlist.attacked = {0} wird angegriffen
|
sectorlist.attacked = {0} wird angegriffen
|
||||||
sectors.unexplored = [lightgray]Unentdeckt
|
sectors.unexplored = [lightgray]Unentdeckt
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ressourcen:
|
sectors.resources = Ressourcen:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Welle:
|
|||||||
sectors.stored = Gelagert:
|
sectors.stored = Gelagert:
|
||||||
sectors.resume = Weiterspielen
|
sectors.resume = Weiterspielen
|
||||||
sectors.launch = Start
|
sectors.launch = Start
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Auswählen
|
sectors.select = Auswählen
|
||||||
sectors.launchselect = Ziel auswählen
|
sectors.launchselect = Ziel auswählen
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Sektor umbenennen
|
|||||||
sectors.enemybase = [scarlet]Gegnerische Basis
|
sectors.enemybase = [scarlet]Gegnerische Basis
|
||||||
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
||||||
sectors.underattack = [scarlet]Wird angegriffen! [accent]{0}% geschädigt
|
sectors.underattack = [scarlet]Wird angegriffen! [accent]{0}% geschädigt
|
||||||
sectors.underattack.nodamage = [scarlet]Unerobert
|
|
||||||
sectors.survives = [accent]Kann {0} Wellen überleben
|
|
||||||
sectors.go = Hingehen
|
sectors.go = Hingehen
|
||||||
sector.abandon = Aufgeben
|
sector.abandon = Aufgeben
|
||||||
sector.abandon.confirm = Kern(e) von diesem Sektor werden sich selbst zerstören.\nWeiter?
|
sector.abandon.confirm = Kern(e) von diesem Sektor werden sich selbst zerstören.\nWeiter?
|
||||||
sector.curcapture = Sektor erfolgreich erobert
|
sector.curcapture = Sektor erfolgreich erobert
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor verloren
|
sector.curlost = Sektor verloren
|
||||||
sector.missingresources = [scarlet]Fehlende Kernressourcen
|
sector.missingresources = [scarlet]Fehlende Kernressourcen
|
||||||
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Marinefestung
|
|||||||
sector.polarAerodrome.name = Polarer Flugplatz
|
sector.polarAerodrome.name = Polarer Flugplatz
|
||||||
sector.atolls.name = Atolle
|
sector.atolls.name = Atolle
|
||||||
sector.testingGrounds.name = Testgelände
|
sector.testingGrounds.name = Testgelände
|
||||||
sector.seaPort.name = Hafen
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Verwitterte Kanäle
|
sector.weatheredChannels.name = Verwitterte Kanäle
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Myzel-Festung
|
sector.mycelialBastion.name = Myzel-Festung
|
||||||
sector.frontier.name = Frontlinie
|
sector.frontier.name = Frontlinie
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Das Endziel.\n\nDiese Uferbasis besitzt e
|
|||||||
sector.coastline.description = Überreste alter Schiffstechnologien wurden hier entdeckt. Wehre dich gegen die gegnischen Angriffe, erobere den Sektor und erforsche diese Technologie.
|
sector.coastline.description = Überreste alter Schiffstechnologien wurden hier entdeckt. Wehre dich gegen die gegnischen Angriffe, erobere den Sektor und erforsche diese Technologie.
|
||||||
sector.navalFortress.description = Der Gegner hat auf einer abgelegenen, von Natur aus sicheren Insel eine Basis aufgebaut. Zerstöre diesen Außenposten. Finde deren fortgeschrittene Schiffstechnologien und erforsche diese weiter.
|
sector.navalFortress.description = Der Gegner hat auf einer abgelegenen, von Natur aus sicheren Insel eine Basis aufgebaut. Zerstöre diesen Außenposten. Finde deren fortgeschrittene Schiffstechnologien und erforsche diese weiter.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Der Anfang
|
sector.onset.name = Der Anfang
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = See
|
sector.lake.name = See
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.itemsmoved = Bewegungsgeschwindigkeit
|
stat.itemsmoved = Bewegungsgeschwindigkeit
|
||||||
stat.launchtime = Zeit zwischen Starts
|
stat.launchtime = Zeit zwischen Starts
|
||||||
stat.shootrange = Reichweite
|
stat.shootrange = Reichweite
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Materialkapazität
|
|||||||
stat.memorycapacity = Speicherkapazität
|
stat.memorycapacity = Speicherkapazität
|
||||||
stat.basepowergeneration = Basis-Stromerzeugung
|
stat.basepowergeneration = Basis-Stromerzeugung
|
||||||
stat.productiontime = Produktionszeit
|
stat.productiontime = Produktionszeit
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Zeit zur vollständigen Reparatur
|
stat.repairtime = Zeit zur vollständigen Reparatur
|
||||||
stat.repairspeed = Heilungsgeschwindigkeit
|
stat.repairspeed = Heilungsgeschwindigkeit
|
||||||
stat.weapons = Waffen
|
stat.weapons = Waffen
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Schussrate
|
|||||||
stat.ammo = Munition
|
stat.ammo = Munition
|
||||||
stat.shieldhealth = Schildlebenspunkte
|
stat.shieldhealth = Schildlebenspunkte
|
||||||
stat.cooldowntime = Cooldown-Zeit
|
stat.cooldowntime = Cooldown-Zeit
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Sprengkraft
|
stat.explosiveness = Sprengkraft
|
||||||
stat.basedeflectchance = Grundreflektionschance
|
stat.basedeflectchance = Grundreflektionschance
|
||||||
stat.lightningchance = Blitzwahrscheinlichkeit
|
stat.lightningchance = Blitzwahrscheinlichkeit
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Abbau-Kraft
|
|||||||
stat.payloadcapacity = Einheitenkapazität
|
stat.payloadcapacity = Einheitenkapazität
|
||||||
stat.abilities = Fähigkeiten
|
stat.abilities = Fähigkeiten
|
||||||
stat.canboost = Kann boosten
|
stat.canboost = Kann boosten
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flug
|
stat.flying = Flug
|
||||||
stat.ammouse = Muntionsverbrauch
|
stat.ammouse = Muntionsverbrauch
|
||||||
stat.ammocapacity = Munitionskapazität
|
stat.ammocapacity = Munitionskapazität
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Start-Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x Stärke
|
bar.strength = [stat]{0}[lightgray]x Stärke
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Prozessorgesteuert
|
units.processorcontrol = [lightgray]Prozessorgesteuert
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] Schaden
|
bullet.damage = [stat]{0}[lightgray] Schaden
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
|
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
|
||||||
bullet.incendiary = [stat]entzündend
|
bullet.incendiary = [stat]entzündend
|
||||||
bullet.homing = [stat]zielsuchend
|
bullet.homing = [stat]zielsuchend
|
||||||
bullet.armorpierce = [stat]panzerbrechend
|
bullet.armorpierce = [stat]panzerbrechend
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] Heilungsunterdrückung ~ [stat]{1}[lightgray] Kacheln
|
bullet.suppression = [stat]{0} sec[lightgray] Heilungsunterdrückung ~ [stat]{1}[lightgray] Kacheln
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] Intervallgeschosse:
|
bullet.interval = [stat]{0}/sec[lightgray] Intervallgeschosse:
|
||||||
bullet.frags = [stat]{0}[lightgray]x Splittergeschosse:
|
bullet.frags = [stat]{0}[lightgray]x Splittergeschosse:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden
|
bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
|
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
||||||
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
|
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = Flüssigkeitseinheiten/Sekunde
|
|||||||
unit.itemssecond = Materialeinheiten/Sekunde
|
unit.itemssecond = Materialeinheiten/Sekunde
|
||||||
unit.liquidunits = Flüssigkeitseinheiten
|
unit.liquidunits = Flüssigkeitseinheiten
|
||||||
unit.powerunits = Stromeinheiten
|
unit.powerunits = Stromeinheiten
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = Hitzeeinheiten
|
unit.heatunits = Hitzeeinheiten
|
||||||
unit.degrees = Grad
|
unit.degrees = Grad
|
||||||
unit.seconds = Sekunden
|
unit.seconds = Sekunden
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = Mio
|
|||||||
unit.billions = Mrd
|
unit.billions = Mrd
|
||||||
unit.shots = Schuss
|
unit.shots = Schuss
|
||||||
unit.pershot = /Schuss
|
unit.pershot = /Schuss
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Beschreibung
|
category.purpose = Beschreibung
|
||||||
category.general = Allgemeines
|
category.general = Allgemeines
|
||||||
category.power = Strom
|
category.power = Strom
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Gesperrte Blöcke verstecken
|
|||||||
rules.infiniteresources = Unbegrenzte Ressourcen
|
rules.infiniteresources = Unbegrenzte Ressourcen
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Nur in den Kern ablegen
|
rules.onlydepositcore = Nur in den Kern ablegen
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reaktor-Explosionen
|
rules.reactorexplosions = Reaktor-Explosionen
|
||||||
rules.coreincinerates = Kern verbrennt überflüssige Materialien
|
rules.coreincinerates = Kern verbrennt überflüssige Materialien
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Blöcke von erorberten Teams zerstören (PvP)
|
|||||||
rules.corecapture = Kern nach Zerstörung einnehmen
|
rules.corecapture = Kern nach Zerstörung einnehmen
|
||||||
rules.polygoncoreprotection = Polygonaler Kernschutz
|
rules.polygoncoreprotection = Polygonaler Kernschutz
|
||||||
rules.placerangecheck = Platzierungsweitenkontrolle
|
rules.placerangecheck = Platzierungsweitenkontrolle
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Unbegrenzte gegnerische Ressourcen
|
rules.enemyCheat = Unbegrenzte gegnerische Ressourcen
|
||||||
rules.blockhealthmultiplier = Block-Lebenspunkte-Multiplikator
|
rules.blockhealthmultiplier = Block-Lebenspunkte-Multiplikator
|
||||||
rules.blockdamagemultiplier = Block-Schaden-Multiplikator
|
rules.blockdamagemultiplier = Block-Schaden-Multiplikator
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Einheit-Lebenspunkte-Multiplikator
|
|||||||
rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
||||||
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solarstrom-Multiplikator
|
rules.solarmultiplier = Solarstrom-Multiplikator
|
||||||
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Hindert den Spieler daran, in der Nähe von feindlichen Blöcken zu bauen. Geschütze können nur platziert werden, wenn keine Feindlichen Blöcke in ihrer Reichweite sind.
|
rules.placerangecheck.info = Hindert den Spieler daran, in der Nähe von feindlichen Blöcken zu bauen. Geschütze können nur platziert werden, wenn keine Feindlichen Blöcke in ihrer Reichweite sind.
|
||||||
rules.onlydepositcore.info = Lässt Einheiten Materialen nur in den Kern ablegen. Nicht in andere Blöcke.
|
rules.onlydepositcore.info = Lässt Einheiten Materialen nur in den Kern ablegen. Nicht in andere Blöcke.
|
||||||
|
|
||||||
content.item.name = Materialien
|
database-category.item = Items
|
||||||
content.liquid.name = Flüssigkeiten
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Einheiten
|
database-category.unit = Units
|
||||||
content.block.name = Blöcke
|
database-category.block = Blocks
|
||||||
content.status.name = Effekte
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sektoren
|
database-category.sector = Sectors
|
||||||
content.team.name = Teams
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wand)
|
wallore = (Wand)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wellen[]-Geschütze mit Wassermunition löschen automati
|
|||||||
hint.generator = :combustion-generator: [accent]Verbrennungsgeneratoren[] verbrennen Kohle und übertragen diesen Strom in angrenzende Blöcke.\n\nDie Reichweite der Stromübertragung kann mit :power-node: [accent]Stromknoten[] erweitert werden.
|
hint.generator = :combustion-generator: [accent]Verbrennungsgeneratoren[] verbrennen Kohle und übertragen diesen Strom in angrenzende Blöcke.\n\nDie Reichweite der Stromübertragung kann mit :power-node: [accent]Stromknoten[] erweitert werden.
|
||||||
hint.guardian = [accent]Boss[]-Einheiten sind gepanzert. Schwache Munition wie [accent]Kupfer[] und [accent]Blei[] sind [scarlet]nicht effektiv[].\n\nBenutze bessere Geschütze oder :graphite: [accent]Graphit[] als :duo:Duo-/:salvo:Salvenmunition um einen Boss zu besiegen.
|
hint.guardian = [accent]Boss[]-Einheiten sind gepanzert. Schwache Munition wie [accent]Kupfer[] und [accent]Blei[] sind [scarlet]nicht effektiv[].\n\nBenutze bessere Geschütze oder :graphite: [accent]Graphit[] als :duo:Duo-/:salvo:Salvenmunition um einen Boss zu besiegen.
|
||||||
hint.coreUpgrade = Kerne können aufgerüstet werden, indem man [accent]bessere Kerne über sie platziert[].\n\nPlatziere einen :core-foundation: [accent]Fundament[]-Kern über einen :core-shard: [accent]Scherben[]-Kern. Stelle sicher, dass ausreichend Platz verfügbar ist.
|
hint.coreUpgrade = Kerne können aufgerüstet werden, indem man [accent]bessere Kerne über sie platziert[].\n\nPlatziere einen :core-foundation: [accent]Fundament[]-Kern über einen :core-shard: [accent]Scherben[]-Kern. Stelle sicher, dass ausreichend Platz verfügbar ist.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Zu grauen [accent]Sektoren[] wie dem [accent]Frozen Forest[] kann man von überall aus hin starten. Es ist nicht nötig, benachbarte Sektoren zu erobern.\n\n[accent]Nummerierte Sektoren[] wie dieser hier sind [accent]optional[].
|
hint.presetLaunch = Zu grauen [accent]Sektoren[] wie dem [accent]Frozen Forest[] kann man von überall aus hin starten. Es ist nicht nötig, benachbarte Sektoren zu erobern.\n\n[accent]Nummerierte Sektoren[] wie dieser hier sind [accent]optional[].
|
||||||
hint.presetDifficulty = Dieser Sektor hat eine [scarlet]hohe Gefahrenstufe[].\nOhne richtige Technologie und Vorbereitung ist es [accent]nicht empfohlen[], zu diesem Sektor zu starten.
|
hint.presetDifficulty = Dieser Sektor hat eine [scarlet]hohe Gefahrenstufe[].\nOhne richtige Technologie und Vorbereitung ist es [accent]nicht empfohlen[], zu diesem Sektor zu starten.
|
||||||
@@ -2097,17 +2143,45 @@ gz.drills = Erweitere den Bergbau.\nBaue mehr mechanische Bohrer.\nBaue 100 Kupf
|
|||||||
gz.lead = :lead: [accent]Blei[] ist ein anderer wichtiger Rohstoff.\nBaue Bohrer, um Blei abzubauen.
|
gz.lead = :lead: [accent]Blei[] ist ein anderer wichtiger Rohstoff.\nBaue Bohrer, um Blei abzubauen.
|
||||||
gz.moveup = :up: Bewege dich weiter nach oben, um weitere Ziele zu erhalten.
|
gz.moveup = :up: Bewege dich weiter nach oben, um weitere Ziele zu erhalten.
|
||||||
gz.turrets = Erforsche und platziere 2 :duo: [accent]Doppelgeschütze[], um den Kern zu beschützen.\nDoppelgeschütze benötigen \uf838 [accent]Munition[] von Förderbändern.
|
gz.turrets = Erforsche und platziere 2 :duo: [accent]Doppelgeschütze[], um den Kern zu beschützen.\nDoppelgeschütze benötigen \uf838 [accent]Munition[] von Förderbändern.
|
||||||
gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
|
gz.duoammo = Versorge die Doppelgeschütze mit :copper: [accent]Kupfererz[], indem du Förderbänder verwendest.
|
||||||
gz.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :copper-wall: [accent]Kufpermauern[] um die Geschütze.
|
gz.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :copper-wall: [accent]Kufpermauern[] um die Geschütze.
|
||||||
gz.defend = Feinde kommen bald, bereite dich vor.
|
gz.defend = Feinde kommen bald, bereite dich vor.
|
||||||
gz.aa = Fliegende Einheiten können nicht leicht von normalen Geschützen bekämpft werden.\n:scatter: [accent]Luftgeschütze[] können dies deutlich besser, benötigen aber :lead: [accent]Blei[] als Munition.
|
gz.aa = Fliegende Einheiten können nicht leicht von normalen Geschützen bekämpft werden.\n:scatter: [accent]Luftgeschütze[] können dies deutlich besser, benötigen aber :lead: [accent]Blei[] als Munition.
|
||||||
gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
|
gz.scatterammo = Versorge die Luftgeschütze mit :lead: [accent]Blei[], indem du Förderbänder verwendest.
|
||||||
gz.supplyturret = [accent]Supply Turret
|
gz.supplyturret = [accent]Versorgungsturm
|
||||||
gz.zone1 = Dies ist die feindliche Drop-Zone.
|
gz.zone1 = Dies ist die feindliche Drop-Zone.
|
||||||
gz.zone2 = Alle Blöcke in der Zone werden zerstört, wenn eine Welle kommt.
|
gz.zone2 = Alle Blöcke in der Zone werden zerstört, wenn eine Welle kommt.
|
||||||
gz.zone3 = Jetzt kommt eine Welle.\nBereite dich vor.
|
gz.zone3 = Jetzt kommt eine Welle.\nBereite dich vor.
|
||||||
gz.finish = Baue mehr Geschütze, sammele mehr Ressourcen\nund besiege alle Wellen, um den [accent]Sektor zu erobern[].
|
gz.finish = Baue mehr Geschütze, sammele mehr Ressourcen\nund besiege alle Wellen, um den [accent]Sektor zu erobern[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Klicke, um :beryllium: [accent]Beryllium[] aus Wänden abzubauen.\n\nBenutze [accent][WASD], um dich zu bewegen.
|
onset.mine = Klicke, um :beryllium: [accent]Beryllium[] aus Wänden abzubauen.\n\nBenutze [accent][WASD], um dich zu bewegen.
|
||||||
onset.mine.mobile = Tippe, um :beryllium: [accent]Beryllium[] aus Wänden abzubauen.
|
onset.mine.mobile = Tippe, um :beryllium: [accent]Beryllium[] aus Wänden abzubauen.
|
||||||
onset.research = Öffne das :tree: Forschungsmenü.\nErforsche und platziere einen :turbine-condenser: [accent]Turbinenkondensator[] auf einen Schlot.\nDieser erzeugt [accent]Strom[].
|
onset.research = Öffne das :tree: Forschungsmenü.\nErforsche und platziere einen :turbine-condenser: [accent]Turbinenkondensator[] auf einen Schlot.\nDieser erzeugt [accent]Strom[].
|
||||||
@@ -2126,13 +2200,13 @@ onset.turrets = Einheiten sind effektiv, aber [accent]Geschütze[] sind beim Ver
|
|||||||
onset.turretammo = Versorge das Geschütz mit [accent]Berylliummunition[].
|
onset.turretammo = Versorge das Geschütz mit [accent]Berylliummunition[].
|
||||||
onset.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :beryllium-wall: [accent]Berylliummauern[] um die Geschütze.
|
onset.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :beryllium-wall: [accent]Berylliummauern[] um die Geschütze.
|
||||||
onset.enemies = Feinde kommen bald, bereite dich vor.
|
onset.enemies = Feinde kommen bald, bereite dich vor.
|
||||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
onset.defenses = [accent]Baue eine Verteidigung auf:[lightgray] {0}
|
||||||
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
||||||
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen :core-bastion: Kern.
|
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen :core-bastion: Kern.
|
||||||
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Halte die [accent]Umschalttaste[] gedrückt, um den [accent]Befehlsmodus[] aufzurufen.\n[accent]Klicke mit der linken Maustaste und ziehe[], um Einheiten auszuwählen.\n[accent]Klicke mit der rechten Maustaste[], um ausgewählten Einheiten zu befehlen, sich zu bewegen oder anzugreifen.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Drücke die [accent]Befehlstaste[], um den [accent]Befehlsmodus[] aufzurufen. Halte einen Finger gedrückt und [accent]ziehe[] dann, um Einheiten auszuwählen. [accent]Tippe[], um ausgewählten Einheiten zu befehlen, sich zu bewegen oder anzugreifen.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Wolfram kann mit einem [accent]Schlagbohrer[] abgebaut werden.\nDiese Struktur benötigt [accent]Wasser[] und [accent]Strom[].
|
||||||
|
|
||||||
split.pickup = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Default-Tasten für Aufhaben und Fallenlassen sind [ und ] )
|
split.pickup = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Default-Tasten für Aufhaben und Fallenlassen sind [ und ] )
|
||||||
split.pickup.mobile = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Um etwas aufzuheben oder fallenzulassen, tippe lange drauf.)
|
split.pickup.mobile = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Um etwas aufzuheben oder fallenzulassen, tippe lange drauf.)
|
||||||
@@ -2364,7 +2438,7 @@ block.small-heat-redirector.description = Redirects accumulated heat to other bl
|
|||||||
block.heat-router.description = Verteilt angesammelte Hitze auf die 3 anderen Seiten.
|
block.heat-router.description = Verteilt angesammelte Hitze auf die 3 anderen Seiten.
|
||||||
block.electrolyzer.description = Spaltet Wasser in Wasserstoff und Ozon.
|
block.electrolyzer.description = Spaltet Wasser in Wasserstoff und Ozon.
|
||||||
block.atmospheric-concentrator.description = Sammelt Stickstoff aus der Atmosphäre. Benötigt Hitze.
|
block.atmospheric-concentrator.description = Sammelt Stickstoff aus der Atmosphäre. Benötigt Hitze.
|
||||||
block.surge-crucible.description = Formt Spannungslegierung ais Schlacke und Silizium. Benötigt Hitze.
|
block.surge-crucible.description = Formt Spannungslegierung aus Schlacke und Silizium. Benötigt Hitze.
|
||||||
block.phase-synthesizer.description = Synthetisiert Phasengewebe aus Thorium, Sand und Ozon. Benötigt Hitze.
|
block.phase-synthesizer.description = Synthetisiert Phasengewebe aus Thorium, Sand und Ozon. Benötigt Hitze.
|
||||||
block.carbide-crucible.description = Verschmilzt Graphit und Wolfram zu Karbid. Benötigt Hitze.
|
block.carbide-crucible.description = Verschmilzt Graphit und Wolfram zu Karbid. Benötigt Hitze.
|
||||||
block.cyanogen-synthesizer.description = Synthetisiert Cyanogen aus Arkyzit und Graphit. Benötigt Hitze.
|
block.cyanogen-synthesizer.description = Synthetisiert Cyanogen aus Arkyzit und Graphit. Benötigt Hitze.
|
||||||
@@ -2373,7 +2447,7 @@ block.vent-condenser.description = Kondensiert Schlotgase zu Wasser. Verbraucht
|
|||||||
block.plasma-bore.description = Baut unbefristet Erze aus einer Erzwand ab. Erfordert kleine Mengen an Strom.\nVerwendet optional Wasserstoff, um die Effizienz zu steigern.
|
block.plasma-bore.description = Baut unbefristet Erze aus einer Erzwand ab. Erfordert kleine Mengen an Strom.\nVerwendet optional Wasserstoff, um die Effizienz zu steigern.
|
||||||
block.large-plasma-bore.description = Ein größerer Plasmabohrer. Kann Wolfram und Thorium abbauen. Benötigt Wasserstoff und Strom.\nVerwendet optional Stickstoff, um die Effizienz zu steigern.
|
block.large-plasma-bore.description = Ein größerer Plasmabohrer. Kann Wolfram und Thorium abbauen. Benötigt Wasserstoff und Strom.\nVerwendet optional Stickstoff, um die Effizienz zu steigern.
|
||||||
block.cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom. Effizienz variiert je nach Wandart.
|
block.cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom. Effizienz variiert je nach Wandart.
|
||||||
block.large-cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom und Ozon. Effizienz variiert je nach Wandart. Optional wird Wolfram verbraucht um die Effizienz zu steigern.
|
block.large-cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom und Ozon. Effizienz variiert je nach Wandart. Optional wird Graphit verbraucht um die Effizienz zu steigern.
|
||||||
block.impact-drill.description = Baut durchgehend Erze in Schüben aus dem Boden ab. Benötigt Strom und Wasser.
|
block.impact-drill.description = Baut durchgehend Erze in Schüben aus dem Boden ab. Benötigt Strom und Wasser.
|
||||||
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
||||||
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Spielername des Clients, der diesen Code ausführt
|
|||||||
lglobal.@clientTeam = Team ID des Clients, der diesen Code ausführt
|
lglobal.@clientTeam = Team ID des Clients, der diesen Code ausführt
|
||||||
lglobal.@clientMobile = true, wenn der Client ein Mobilgerät ist, sonst false
|
lglobal.@clientMobile = true, wenn der Client ein Mobilgerät ist, sonst false
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt.
|
|
||||||
|
|
||||||
lenum.type = Englischer Name eines Blocks / einer Einheit. Ein Verteiler gibt [accent]@router[] wieder.\nKein string.
|
lenum.type = Englischer Name eines Blocks / einer Einheit. Ein Verteiler gibt [accent]@router[] wieder.\nKein string.
|
||||||
lenum.shoot = Schießt auf eine Position.
|
lenum.shoot = Schießt auf eine Position.
|
||||||
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
|
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unbekannt
|
lcategory.unknown = Unbekannt
|
||||||
lcategory.unknown.description = Unbekannte Anweisungen
|
lcategory.unknown.description = Unbekannte Anweisungen
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Tuum on rünnaku all! >
|
|||||||
nearpoint = [[ [scarlet]LAHKU KOHESELT MAANDUMISPLATSILT[] ]\nVaenlaste maandumisel hävib siin kõik.
|
nearpoint = [[ [scarlet]LAHKU KOHESELT MAANDUMISPLATSILT[] ]\nVaenlaste maandumisel hävib siin kõik.
|
||||||
database = Tuumandmebaas
|
database = Tuumandmebaas
|
||||||
database.button = Andmebaas
|
database.button = Andmebaas
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvesta Mäng
|
savegame = Salvesta Mäng
|
||||||
loadgame = Lae Mäng
|
loadgame = Lae Mäng
|
||||||
joingame = Liitu Mänguga
|
joingame = Liitu Mänguga
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Reeglid:
|
|||||||
editor.generation = Genereerimine:
|
editor.generation = Genereerimine:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = The final target.\n\nThis coastal base co
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Sihib õhku
|
stat.targetsair = Sihib õhku
|
||||||
stat.targetsground = Sihib maapinnale
|
stat.targetsground = Sihib maapinnale
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Ressursside mahutavus
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Energiatootlus
|
stat.basepowergeneration = Energiatootlus
|
||||||
stat.productiontime = Tootmisaeg
|
stat.productiontime = Tootmisaeg
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Täieliku parandamise aeg
|
stat.repairtime = Täieliku parandamise aeg
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Lasku/s
|
|||||||
stat.ammo = Laskemoon
|
stat.ammo = Laskemoon
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] hävituspunkti
|
bullet.damage = [stat]{0}[lightgray] hävituspunkti
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray] blokki
|
bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray] blokki
|
||||||
bullet.incendiary = [stat]süttiv
|
bullet.incendiary = [stat]süttiv
|
||||||
bullet.homing = [stat]isesihtiv
|
bullet.homing = [stat]isesihtiv
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja
|
bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = vedelikuühikut/s
|
|||||||
unit.itemssecond = ressursiühikut/s
|
unit.itemssecond = ressursiühikut/s
|
||||||
unit.liquidunits = vedelikuühikut
|
unit.liquidunits = vedelikuühikut
|
||||||
unit.powerunits = energiaühikut
|
unit.powerunits = energiaühikut
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = kraadi
|
unit.degrees = kraadi
|
||||||
unit.seconds = s
|
unit.seconds = s
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Üldinfo
|
category.general = Üldinfo
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Lõputult ressursse
|
rules.infiniteresources = Lõputult ressursse
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reactor Explosions
|
rules.reactorexplosions = Reactor Explosions
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = [scarlet]Vaenlastel[] on lõputult ressursse
|
rules.enemyCheat = [scarlet]Vaenlastel[] on lõputult ressursse
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Väeüksuste elude kordaja
|
|||||||
rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Ressursid
|
database-category.item = Items
|
||||||
content.liquid.name = Vedelikud
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Väeüksused
|
database-category.unit = Units
|
||||||
content.block.name = Konstruktsioonid
|
database-category.block = Blocks
|
||||||
content.status.name = Status Effects
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sectors
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatical
|
|||||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Ytimeen hyökätään! >
|
|||||||
nearpoint = [[ [scarlet]POISTU VIHOLLISEN PUDOTUSPISTEELTÄ VÄLITTÖMÄSTI[]\nvälitön tuhoutuminen
|
nearpoint = [[ [scarlet]POISTU VIHOLLISEN PUDOTUSPISTEELTÄ VÄLITTÖMÄSTI[]\nvälitön tuhoutuminen
|
||||||
database = Ytimen tietokanta
|
database = Ytimen tietokanta
|
||||||
database.button = Tietokanta
|
database.button = Tietokanta
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Tallenna peli
|
savegame = Tallenna peli
|
||||||
loadgame = Lataa peli
|
loadgame = Lataa peli
|
||||||
joingame = Liity peliin
|
joingame = Liity peliin
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Säännöt:
|
|||||||
editor.generation = Generaatio:
|
editor.generation = Generaatio:
|
||||||
editor.objectives = Tehtävät
|
editor.objectives = Tehtävät
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sektorit
|
sectorlist = Sektorit
|
||||||
sectorlist.attacked = {0} on hyökkäyksen kohteena
|
sectorlist.attacked = {0} on hyökkäyksen kohteena
|
||||||
sectors.unexplored = [lightgray]Tutkimaton
|
sectors.unexplored = [lightgray]Tutkimaton
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurssit:
|
sectors.resources = Resurssit:
|
||||||
sectors.production = Produktio:
|
sectors.production = Produktio:
|
||||||
sectors.export = Vienti:
|
sectors.export = Vienti:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Taso:
|
|||||||
sectors.stored = Säilötty:
|
sectors.stored = Säilötty:
|
||||||
sectors.resume = Jatka
|
sectors.resume = Jatka
|
||||||
sectors.launch = Laukaise
|
sectors.launch = Laukaise
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Valitse
|
sectors.select = Valitse
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Nimeä sektori
|
|||||||
sectors.enemybase = [scarlet]Vihollistukikohta
|
sectors.enemybase = [scarlet]Vihollistukikohta
|
||||||
sectors.vulnerable = [scarlet]Haavoittuvainen
|
sectors.vulnerable = [scarlet]Haavoittuvainen
|
||||||
sectors.underattack = [scarlet]Hyökkäyksen kohteena! [accent]{0}% vahingoittunut
|
sectors.underattack = [scarlet]Hyökkäyksen kohteena! [accent]{0}% vahingoittunut
|
||||||
sectors.underattack.nodamage = [scarlet]Valtaamaton
|
|
||||||
sectors.survives = [accent]Selviytyy {0} tasoa
|
|
||||||
sectors.go = Siirry
|
sectors.go = Siirry
|
||||||
sector.abandon = Hylkää
|
sector.abandon = Hylkää
|
||||||
sector.abandon.confirm = Tämän sektorin kaikki ytimet aktivoivat itsetuhon.\nJatka?
|
sector.abandon.confirm = Tämän sektorin kaikki ytimet aktivoivat itsetuhon.\nJatka?
|
||||||
sector.curcapture = Sektori vallattu
|
sector.curcapture = Sektori vallattu
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektori menetetty
|
sector.curlost = Sektori menetetty
|
||||||
sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
||||||
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Laivastolinnoitus
|
|||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Viimeinen kohde.\n\nTämä rannikkotukiko
|
|||||||
sector.coastline.description = Tällä alueella on havaittu jälkiä meriyksikköjen teknologiasta. Torju vihollisen hyökkäykset, valtaa tämä sektori ja hanki teknologia.
|
sector.coastline.description = Tällä alueella on havaittu jälkiä meriyksikköjen teknologiasta. Torju vihollisen hyökkäykset, valtaa tämä sektori ja hanki teknologia.
|
||||||
sector.navalFortress.description = Vihollinen on perustanut tukikohdan syrjäiselle, luonnostaan linnoitetulle saarelle. Tuhoa tämä etuvartioasema. Hanki heidän kehittynyt merialusteknologiansa ja tutki se.
|
sector.navalFortress.description = Vihollinen on perustanut tukikohdan syrjäiselle, luonnostaan linnoitetulle saarelle. Tuhoa tämä etuvartioasema. Hanki heidän kehittynyt merialusteknologiansa ja tutki se.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Alku
|
sector.onset.name = Alku
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Hyökkää ilmaan
|
stat.targetsair = Hyökkää ilmaan
|
||||||
stat.targetsground = Hyökkää maahan
|
stat.targetsground = Hyökkää maahan
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.itemsmoved = Liikkumisnopeus
|
stat.itemsmoved = Liikkumisnopeus
|
||||||
stat.launchtime = Aika laukaisujen välillä
|
stat.launchtime = Aika laukaisujen välillä
|
||||||
stat.shootrange = Kantama
|
stat.shootrange = Kantama
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Tavarakapasiteetti
|
|||||||
stat.memorycapacity = Muistikapasiteetti
|
stat.memorycapacity = Muistikapasiteetti
|
||||||
stat.basepowergeneration = Perus energiantuotto
|
stat.basepowergeneration = Perus energiantuotto
|
||||||
stat.productiontime = Tuotantoaika
|
stat.productiontime = Tuotantoaika
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Kokonaisen palikan korjausaika
|
stat.repairtime = Kokonaisen palikan korjausaika
|
||||||
stat.repairspeed = Korjausnopeus
|
stat.repairspeed = Korjausnopeus
|
||||||
stat.weapons = Aseet
|
stat.weapons = Aseet
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Ammusta/sekunnissa
|
|||||||
stat.ammo = Ammus
|
stat.ammo = Ammus
|
||||||
stat.shieldhealth = Kilven elämäpisteet
|
stat.shieldhealth = Kilven elämäpisteet
|
||||||
stat.cooldowntime = Jäähtymisaika
|
stat.cooldowntime = Jäähtymisaika
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Räjähdysherkkyys
|
stat.explosiveness = Räjähdysherkkyys
|
||||||
stat.basedeflectchance = Perustorjuntatodennäköisyys
|
stat.basedeflectchance = Perustorjuntatodennäköisyys
|
||||||
stat.lightningchance = Salamointitodennäköisyys
|
stat.lightningchance = Salamointitodennäköisyys
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Kaivuutaso
|
|||||||
stat.payloadcapacity = Lastikapasiteetti
|
stat.payloadcapacity = Lastikapasiteetti
|
||||||
stat.abilities = Erikoisvoimat
|
stat.abilities = Erikoisvoimat
|
||||||
stat.canboost = Voi tehostaa
|
stat.canboost = Voi tehostaa
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Lentävä
|
stat.flying = Lentävä
|
||||||
stat.ammouse = Ammusten käyttö
|
stat.ammouse = Ammusten käyttö
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Laukaisun latausaika
|
|||||||
bar.input = Sisääntulo
|
bar.input = Sisääntulo
|
||||||
bar.output = Ulostulo
|
bar.output = Ulostulo
|
||||||
bar.strength = [stat]{0}[lightgray]x voimakkuus
|
bar.strength = [stat]{0}[lightgray]x voimakkuus
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Prosessorin hallitsema
|
units.processorcontrol = [lightgray]Prosessorin hallitsema
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] Vahinko
|
bullet.damage = [stat]{0}[lightgray] Vahinko
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] palikkaa
|
bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] palikkaa
|
||||||
bullet.incendiary = [stat]sytyttävä
|
bullet.incendiary = [stat]sytyttävä
|
||||||
bullet.homing = [stat]itseohjautuva
|
bullet.homing = [stat]itseohjautuva
|
||||||
bullet.armorpierce = [stat]haarniskan läpäisevä
|
bullet.armorpierce = [stat]haarniskan läpäisevä
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x sirpaleammuksia:
|
bullet.frags = [stat]{0}[lightgray]x sirpaleammuksia:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x salama ~ [stat]{1}[lightgray] vahinkoa
|
bullet.lightning = [stat]{0}[lightgray]x salama ~ [stat]{1}[lightgray] vahinkoa
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] vahinko rakennuksiin
|
bullet.buildingdamage = [stat]{0}%[lightgray] vahinko rakennuksiin
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] tönäisy
|
bullet.knockback = [stat]{0}[lightgray] tönäisy
|
||||||
bullet.pierce = [stat]{0}[lightgray]x lävistys
|
bullet.pierce = [stat]{0}[lightgray]x lävistys
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = nesteyksikköä/sekunti
|
|||||||
unit.itemssecond = esinettä/sekunti
|
unit.itemssecond = esinettä/sekunti
|
||||||
unit.liquidunits = nesteyksikköä
|
unit.liquidunits = nesteyksikköä
|
||||||
unit.powerunits = energiayksikköä
|
unit.powerunits = energiayksikköä
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = lämpöyksikköä
|
unit.heatunits = lämpöyksikköä
|
||||||
unit.degrees = astetta
|
unit.degrees = astetta
|
||||||
unit.seconds = sekunttia
|
unit.seconds = sekunttia
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = milj
|
|||||||
unit.billions = mrd
|
unit.billions = mrd
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /laukaisu
|
unit.pershot = /laukaisu
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Tarkoitus
|
category.purpose = Tarkoitus
|
||||||
category.general = Yleinen
|
category.general = Yleinen
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Loputtomat resurssit
|
rules.infiniteresources = Loputtomat resurssit
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Salli sijoittaminen vain ytimeen
|
rules.onlydepositcore = Salli sijoittaminen vain ytimeen
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reaktorien räjähtäminen
|
rules.reactorexplosions = Reaktorien räjähtäminen
|
||||||
rules.coreincinerates = Ydin höyrystää ylivuodon
|
rules.coreincinerates = Ydin höyrystää ylivuodon
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Siivoa voitettujen joukkueiden rakennukset (PvP)
|
|||||||
rules.corecapture = Valtaa ydin sen tuhoutuessa
|
rules.corecapture = Valtaa ydin sen tuhoutuessa
|
||||||
rules.polygoncoreprotection = Monikulmainen ytimen suoja-alue
|
rules.polygoncoreprotection = Monikulmainen ytimen suoja-alue
|
||||||
rules.placerangecheck = Tarkista asetuskantama
|
rules.placerangecheck = Tarkista asetuskantama
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Loputtomat AI:n (punaisen joukkueen) resurssit
|
rules.enemyCheat = Loputtomat AI:n (punaisen joukkueen) resurssit
|
||||||
rules.blockhealthmultiplier = Palikkojen elämäpistekerroin
|
rules.blockhealthmultiplier = Palikkojen elämäpistekerroin
|
||||||
rules.blockdamagemultiplier = Palikkojen vahinkokerroin
|
rules.blockdamagemultiplier = Palikkojen vahinkokerroin
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Yksikköjen elämäpistekerroin
|
|||||||
rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Aurinkovoimakerroin
|
rules.solarmultiplier = Aurinkovoimakerroin
|
||||||
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Tavarat
|
database-category.item = Items
|
||||||
content.liquid.name = Nesteet
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Yksiköt
|
database-category.unit = Units
|
||||||
content.block.name = Palikat
|
database-category.block = Blocks
|
||||||
content.status.name = Statusefektit
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sektorit
|
database-category.sector = Sectors
|
||||||
content.team.name = Ryhmittymät
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Seinä)
|
wallore = (Seinä)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Aalto[]-tykit, jotka on ladattu vedellä, sammuttavat ka
|
|||||||
hint.generator = :combustion-generator: [accent]Aggregaatit[] polttavat hiiltä ja lähettävät energiaa viereisille palikoille.\n\nEnergiansiirtokantamaa voi laajentaa :power-node:[accent]Sähkötolpilla[].
|
hint.generator = :combustion-generator: [accent]Aggregaatit[] polttavat hiiltä ja lähettävät energiaa viereisille palikoille.\n\nEnergiansiirtokantamaa voi laajentaa :power-node:[accent]Sähkötolpilla[].
|
||||||
hint.guardian = [accent]Vartija[]yksiköt ovat haarniskoituja. Heikot ammukset kuten [accent]kupari[] ja [accent]lyijy[][scarlet]eivät ole tehokkaita[].\n\nKäytä korkeamman tason tykkejä tai :graphite:[accent]Grafiittia[] :duo:Duon/:salvo:Salvon ammuksena voittaaksesi vartijan.
|
hint.guardian = [accent]Vartija[]yksiköt ovat haarniskoituja. Heikot ammukset kuten [accent]kupari[] ja [accent]lyijy[][scarlet]eivät ole tehokkaita[].\n\nKäytä korkeamman tason tykkejä tai :graphite:[accent]Grafiittia[] :duo:Duon/:salvo:Salvon ammuksena voittaaksesi vartijan.
|
||||||
hint.coreUpgrade = Ytimen voi päivittää [accent]sijoittamalla suuremman tason ytimen niiden päälle[].\n\nSijoita :core-foundation:[accent]Pohjaus[]-ydin :core-shard:[accent]Siru[]-ytimen päälle. Varmista, että tiellä ei ole esteitä.
|
hint.coreUpgrade = Ytimen voi päivittää [accent]sijoittamalla suuremman tason ytimen niiden päälle[].\n\nSijoita :core-foundation:[accent]Pohjaus[]-ydin :core-shard:[accent]Siru[]-ytimen päälle. Varmista, että tiellä ei ole esteitä.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Harmaisiin [accent]laskeutumisaluesektoreihin[], kuten [accent]Jäätyneisiin metsiin[], voi laukaista kaikkialta. Ne eivät vaadi valtausta tai läheistä aluetta.\n\n[accent]Numeroidut sektorit[], kuten tämä, ovat [accent]valinnaisia[].
|
hint.presetLaunch = Harmaisiin [accent]laskeutumisaluesektoreihin[], kuten [accent]Jäätyneisiin metsiin[], voi laukaista kaikkialta. Ne eivät vaadi valtausta tai läheistä aluetta.\n\n[accent]Numeroidut sektorit[], kuten tämä, ovat [accent]valinnaisia[].
|
||||||
hint.presetDifficulty = Tässä sektorissa on [scarlet]korkea uhkataso[].\nLaukaiseminen korkean uhkatason sektoreihin [accent]ei ole suositeltua[] ilman asianmukaista teknologiaa ja valmistautumista.
|
hint.presetDifficulty = Tässä sektorissa on [scarlet]korkea uhkataso[].\nLaukaiseminen korkean uhkatason sektoreihin [accent]ei ole suositeltua[] ilman asianmukaista teknologiaa ja valmistautumista.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa.
|
|
||||||
|
|
||||||
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
|
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
|
||||||
lenum.shoot = Ammu tiettyä sijaintia.
|
lenum.shoot = Ammu tiettyä sijaintia.
|
||||||
lenum.shootp = Ammu yksikköä/rakennusta nopeudenennustus päällä.
|
lenum.shootp = Ammu yksikköä/rakennusta nopeudenennustus päällä.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Tuntematon
|
lcategory.unknown = Tuntematon
|
||||||
lcategory.unknown.description = Luokittelemattomat ohjeet.
|
lcategory.unknown.description = Luokittelemattomat ohjeet.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Ang core ay inaatake! >
|
|||||||
nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\nmamamatay ka...
|
nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\nmamamatay ka...
|
||||||
database = Talaan ng Core
|
database = Talaan ng Core
|
||||||
database.button = Talaan
|
database.button = Talaan
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Ibago ang Laro
|
savegame = Ibago ang Laro
|
||||||
loadgame = Ibukas ang Laro
|
loadgame = Ibukas ang Laro
|
||||||
joingame = Sumali sa Laro
|
joingame = Sumali sa Laro
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Pagpapaasa ay hindi kompleto
|
mod.incompletedependencies = [red]Pagpapaasa ay hindi kompleto
|
||||||
|
|
||||||
mod.requiresversion.details = Kailangan ng bersyon: [accent]{0}[]\nAng iyong laro ay hindi bago. Ang mod na ito ay kailangan ng bagong bersyon ng larong ito (pwedeng beta o alpha na bersyon) para gumana.
|
mod.requiresversion.details = Kailangan ng bersyon: [accent]{0}[]\nAng iyong laro ay hindi bago. Ang mod na ito ay kailangan ng bagong bersyon ng larong ito (pwedeng beta o alpha na bersyon) para gumana.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Ang mod na ito ay manu-manong na-blacklist para sa pagdudulot ng mga pag-crash o iba pang isyu sa bersyong ito ng laro. Huwag gamitin ito.
|
mod.blacklisted.details = Ang mod na ito ay manu-manong na-blacklist para sa pagdudulot ng mga pag-crash o iba pang isyu sa bersyong ito ng laro. Huwag gamitin ito.
|
||||||
mod.missingdependencies.details = Ang mod na ito ay walang mga dependencies: {0}
|
mod.missingdependencies.details = Ang mod na ito ay walang mga dependencies: {0}
|
||||||
mod.erroredcontent.details = Nagdulot ng mga error ang larong ito kapag naglo-load. Hilingin sa may-akda ng mod na ayusin ang mga ito.
|
mod.erroredcontent.details = Nagdulot ng mga error ang larong ito kapag naglo-load. Hilingin sa may-akda ng mod na ayusin ang mga ito.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Mga Alintuntunin:
|
|||||||
editor.generation = Pagbuo:
|
editor.generation = Pagbuo:
|
||||||
editor.objectives = Mga Gawain
|
editor.objectives = Mga Gawain
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Proseso ng Map
|
editor.worldprocessors = Proseso ng Map
|
||||||
editor.worldprocessors.editname = Iedit ang pangalan
|
editor.worldprocessors.editname = Iedit ang pangalan
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Mga Sektor
|
sectorlist = Mga Sektor
|
||||||
sectorlist.attacked = {0} ay inaatake
|
sectorlist.attacked = {0} ay inaatake
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Produksyon:
|
sectors.production = Produksyon:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Mga Waves:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = I-Launch
|
sectors.launch = I-Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = I-Select
|
sectors.select = I-Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Palitan ang pangalan ng Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Punta
|
sectors.go = Punta
|
||||||
sector.abandon = Abandonahin
|
sector.abandon = Abandonahin
|
||||||
sector.abandon.confirm = Ang core (o mga core) sa sector ay mag se-self-destruct.\nSigurado ka?
|
sector.abandon.confirm = Ang core (o mga core) sa sector ay mag se-self-destruct.\nSigurado ka?
|
||||||
sector.curcapture = Nai-capture ang sector
|
sector.curcapture = Nai-capture ang sector
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Nawala ang sector
|
sector.curlost = Nawala ang sector
|
||||||
sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
||||||
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Pasilidad 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Kutang Pantubig
|
sector.navalFortress.name = Kutang Pantubig
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Ang huling target.\n\nAng coastal base na
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lawa
|
sector.lake.name = Lawa
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Kapasidad ng mga Aytem
|
|||||||
stat.memorycapacity = Kapasidad ng Memorya
|
stat.memorycapacity = Kapasidad ng Memorya
|
||||||
stat.basepowergeneration = Pagbuo ng Kuryente
|
stat.basepowergeneration = Pagbuo ng Kuryente
|
||||||
stat.productiontime = Oras ng Produksyon
|
stat.productiontime = Oras ng Produksyon
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Bilis ng pagkumpuni
|
stat.repairspeed = Bilis ng pagkumpuni
|
||||||
stat.weapons = Armas
|
stat.weapons = Armas
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Putok/Segundo
|
|||||||
stat.ammo = Mga Bala
|
stat.ammo = Mga Bala
|
||||||
stat.shieldhealth = Health ng Kalasag
|
stat.shieldhealth = Health ng Kalasag
|
||||||
stat.cooldowntime = Oras ng Cooldown
|
stat.cooldowntime = Oras ng Cooldown
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Pagkasabog
|
stat.explosiveness = Pagkasabog
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Pagkakataon ng Lightning
|
stat.lightningchance = Pagkakataon ng Lightning
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Kapasidad ng Payload
|
stat.payloadcapacity = Kapasidad ng Payload
|
||||||
stat.abilities = Mga Abilidad
|
stat.abilities = Mga Abilidad
|
||||||
stat.canboost = Maaaring Magpalakas
|
stat.canboost = Maaaring Magpalakas
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Maaring Maglipad
|
stat.flying = Maaring Maglipad
|
||||||
stat.ammouse = Paggamit ng Bala
|
stat.ammouse = Paggamit ng Bala
|
||||||
stat.ammocapacity = Kapasidad ng Bala
|
stat.ammocapacity = Kapasidad ng Bala
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] damage
|
bullet.damage = [stat]{0}[lightgray] damage
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
bullet.homing = [stat]homing
|
bullet.homing = [stat]homing
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = mga yunit ng likido/segundo
|
|||||||
unit.itemssecond = aytem/segundo
|
unit.itemssecond = aytem/segundo
|
||||||
unit.liquidunits = mga yunit ng likido
|
unit.liquidunits = mga yunit ng likido
|
||||||
unit.powerunits = mga yunit ng kuryente
|
unit.powerunits = mga yunit ng kuryente
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = mga yunit ng init
|
unit.heatunits = mga yunit ng init
|
||||||
unit.degrees = digri
|
unit.degrees = digri
|
||||||
unit.seconds = segundo
|
unit.seconds = segundo
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mil
|
|||||||
unit.billions = bil
|
unit.billions = bil
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Ang Purpose
|
category.purpose = Ang Purpose
|
||||||
category.general = Pangkalahatan
|
category.general = Pangkalahatan
|
||||||
category.power = Kuryente
|
category.power = Kuryente
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Itago ang ibinabawal na blocks
|
|||||||
rules.infiniteresources = Infinite Resources
|
rules.infiniteresources = Infinite Resources
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reactor Explosions
|
rules.reactorexplosions = Reactor Explosions
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Ipinagbawalan ang mga player sa paglagay ng kahit ano malapit sa mga enemy buildings. Pag naitry naglagay ng turret, ang range ay nataas, para ang turret hindi makaabot ang kalaban.
|
rules.placerangecheck.info = Ipinagbawalan ang mga player sa paglagay ng kahit ano malapit sa mga enemy buildings. Pag naitry naglagay ng turret, ang range ay nataas, para ang turret hindi makaabot ang kalaban.
|
||||||
rules.onlydepositcore.info = Ipinagbawalan ang mga units sa paglagay ng items sa kahit anong buildings except cores.
|
rules.onlydepositcore.info = Ipinagbawalan ang mga units sa paglagay ng items sa kahit anong buildings except cores.
|
||||||
|
|
||||||
content.item.name = Aytems
|
database-category.item = Items
|
||||||
content.liquid.name = Likido
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Yunits
|
database-category.unit = Units
|
||||||
content.block.name = Mga Block
|
database-category.block = Blocks
|
||||||
content.status.name = Status ng mga Epekto
|
database-category.status = Status Effects
|
||||||
content.sector.name = Mga Sector
|
database-category.sector = Sectors
|
||||||
content.team.name = Mga Faction
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatical
|
|||||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = [scarlet]< Le Noyau est attaqué ! >
|
|||||||
nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente
|
nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente
|
||||||
database = Base de données
|
database = Base de données
|
||||||
database.button = Base de données
|
database.button = Base de données
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Sauvegarder la partie
|
savegame = Sauvegarder la partie
|
||||||
loadgame = Charger une partie
|
loadgame = Charger une partie
|
||||||
joingame = Rejoindre une partie
|
joingame = Rejoindre une partie
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Dépendances circulaires
|
|||||||
mod.incompletedependencies = [red]Dépendances incomplètes
|
mod.incompletedependencies = [red]Dépendances incomplètes
|
||||||
|
|
||||||
mod.requiresversion.details = Requiert la version: [accent]{0}[]\nVotre jeu n'est pas à jour. Ce mod a besoin d'une version récente du jeu (la beta ou l'alpha) pour fonctionner.
|
mod.requiresversion.details = Requiert la version: [accent]{0}[]\nVotre jeu n'est pas à jour. Ce mod a besoin d'une version récente du jeu (la beta ou l'alpha) pour fonctionner.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Ce mod à été mis sur liste noire, car il cause des plantages ou d'autres problèmes avec la version actuelle du jeu. Ne l'utilisez pas.
|
mod.blacklisted.details = Ce mod à été mis sur liste noire, car il cause des plantages ou d'autres problèmes avec la version actuelle du jeu. Ne l'utilisez pas.
|
||||||
mod.missingdependencies.details = Ce mod à des dépendances manquantes: {0}
|
mod.missingdependencies.details = Ce mod à des dépendances manquantes: {0}
|
||||||
mod.erroredcontent.details = Ce mod cause des erreurs lors du chargement. Demandez à l'auteur de les régler.
|
mod.erroredcontent.details = Ce mod cause des erreurs lors du chargement. Demandez à l'auteur de les régler.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Règles
|
|||||||
editor.generation = Génération
|
editor.generation = Génération
|
||||||
editor.objectives = Objectifs
|
editor.objectives = Objectifs
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Editer le nom
|
editor.worldprocessors.editname = Editer le nom
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Félicitations.\n\nL'ennemi sur {0} a été battu.\n
|
|||||||
sectorlist = Secteurs
|
sectorlist = Secteurs
|
||||||
sectorlist.attacked = {0} pris d'assaut
|
sectorlist.attacked = {0} pris d'assaut
|
||||||
sectors.unexplored = [lightgray]Inexploré
|
sectors.unexplored = [lightgray]Inexploré
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ressources :
|
sectors.resources = Ressources :
|
||||||
sectors.production = Production :
|
sectors.production = Production :
|
||||||
sectors.export = Exporter :
|
sectors.export = Exporter :
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Vague :
|
|||||||
sectors.stored = Stockage :
|
sectors.stored = Stockage :
|
||||||
sectors.resume = Reprendre
|
sectors.resume = Reprendre
|
||||||
sectors.launch = Décoller
|
sectors.launch = Décoller
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Sélectionner
|
sectors.select = Sélectionner
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Renommer le secteur
|
|||||||
sectors.enemybase = [scarlet]Base ennemie
|
sectors.enemybase = [scarlet]Base ennemie
|
||||||
sectors.vulnerable = [scarlet]Vulnérable
|
sectors.vulnerable = [scarlet]Vulnérable
|
||||||
sectors.underattack = [scarlet]Attaque en cours! [accent]{0}% endommagé
|
sectors.underattack = [scarlet]Attaque en cours! [accent]{0}% endommagé
|
||||||
sectors.underattack.nodamage = [scarlet]Non capturé
|
|
||||||
sectors.survives = [accent]Survécu à {0} vagues
|
|
||||||
sectors.go = Aller
|
sectors.go = Aller
|
||||||
sector.abandon = Abandonner
|
sector.abandon = Abandonner
|
||||||
sector.abandon.confirm = Les noyaux de ce secteur vont s'auto-détruire.\nContinuer ?
|
sector.abandon.confirm = Les noyaux de ce secteur vont s'auto-détruire.\nContinuer ?
|
||||||
sector.curcapture = Secteur capturé
|
sector.curcapture = Secteur capturé
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Secteur perdu
|
sector.curlost = Secteur perdu
|
||||||
sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
||||||
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = La cible finale.\n\nCette base côtière
|
|||||||
sector.coastline.description = Des restes d’unités navales ont été détectés à cet endroit. Repoussez les attaques ennemies, capturez ce secteur, et obtenez cette technologie.
|
sector.coastline.description = Des restes d’unités navales ont été détectés à cet endroit. Repoussez les attaques ennemies, capturez ce secteur, et obtenez cette technologie.
|
||||||
sector.navalFortress.description = L’ennemi a établi une base sur une île isolée, avec des défenses naturelles. Détruisez cet avant-poste. Acquérez leur technologie navale avancée.
|
sector.navalFortress.description = L’ennemi a établi une base sur une île isolée, avec des défenses naturelles. Détruisez cet avant-poste. Acquérez leur technologie navale avancée.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Cibles Aériennes
|
stat.targetsair = Cibles Aériennes
|
||||||
stat.targetsground = Cibles Terrestres
|
stat.targetsground = Cibles Terrestres
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Stockage
|
|||||||
stat.memorycapacity = Mémoire
|
stat.memorycapacity = Mémoire
|
||||||
stat.basepowergeneration = Production d'énergie de Base
|
stat.basepowergeneration = Production d'énergie de Base
|
||||||
stat.productiontime = Durée de production
|
stat.productiontime = Durée de production
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Durée de réparation complète d'un Bloc
|
stat.repairtime = Durée de réparation complète d'un Bloc
|
||||||
stat.repairspeed = Vitesse de réparation
|
stat.repairspeed = Vitesse de réparation
|
||||||
stat.weapons = Armes
|
stat.weapons = Armes
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Cadence de tir
|
|||||||
stat.ammo = Munitions
|
stat.ammo = Munitions
|
||||||
stat.shieldhealth = Santé du bouclier
|
stat.shieldhealth = Santé du bouclier
|
||||||
stat.cooldowntime = Temps de refroidissement
|
stat.cooldowntime = Temps de refroidissement
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosivité
|
stat.explosiveness = Explosivité
|
||||||
stat.basedeflectchance = Chance de Détournement de Base
|
stat.basedeflectchance = Chance de Détournement de Base
|
||||||
stat.lightningchance = Chance d'Éclairs
|
stat.lightningchance = Chance d'Éclairs
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Niveau de minage
|
|||||||
stat.payloadcapacity = Capacité de chargement
|
stat.payloadcapacity = Capacité de chargement
|
||||||
stat.abilities = Habilités
|
stat.abilities = Habilités
|
||||||
stat.canboost = Boost
|
stat.canboost = Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Unité volante
|
stat.flying = Unité volante
|
||||||
stat.ammouse = Utilisation de munitions
|
stat.ammouse = Utilisation de munitions
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Délai de Lancement
|
|||||||
bar.input = Entrée
|
bar.input = Entrée
|
||||||
bar.output = Sortie
|
bar.output = Sortie
|
||||||
bar.strength = [stat]{0}[lightgray]x puissance
|
bar.strength = [stat]{0}[lightgray]x puissance
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] dégâts
|
bullet.damage = [stat]{0}[lightgray] dégâts
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
|
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
|
||||||
bullet.incendiary = [stat]incendiaire
|
bullet.incendiary = [stat]incendiaire
|
||||||
bullet.homing = [stat]autoguidé
|
bullet.homing = [stat]autoguidé
|
||||||
bullet.armorpierce = [stat]perceur d'armure
|
bullet.armorpierce = [stat]perceur d'armure
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dégâts
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dégâts
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] suppression de soins ~ [stat]{1}[lightgray] blocs
|
bullet.suppression = [stat]{0} sec[lightgray] suppression de soins ~ [stat]{1}[lightgray] blocs
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] Balle secondaire:
|
bullet.interval = [stat]{0}/sec[lightgray] Balle secondaire:
|
||||||
bullet.frags = [stat]{0}[lightgray]x Balle à fragmentation:
|
bullet.frags = [stat]{0}[lightgray]x Balle à fragmentation:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts
|
bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments
|
bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] recul
|
bullet.knockback = [stat]{0}[lightgray] recul
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perçant
|
bullet.pierce = [stat]{0}[lightgray]x perçant
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = unités de liquide/seconde
|
|||||||
unit.itemssecond = objets/seconde
|
unit.itemssecond = objets/seconde
|
||||||
unit.liquidunits = unités de liquide
|
unit.liquidunits = unités de liquide
|
||||||
unit.powerunits = unités d'énergie
|
unit.powerunits = unités d'énergie
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unités de température
|
unit.heatunits = unités de température
|
||||||
unit.degrees = degrés
|
unit.degrees = degrés
|
||||||
unit.seconds = sec
|
unit.seconds = sec
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = M
|
|||||||
unit.billions = Md
|
unit.billions = Md
|
||||||
unit.shots = tirs
|
unit.shots = tirs
|
||||||
unit.pershot = /tirs
|
unit.pershot = /tirs
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Description
|
category.purpose = Description
|
||||||
category.general = Caractéristiques
|
category.general = Caractéristiques
|
||||||
category.power = Énergie
|
category.power = Énergie
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Cacher les blocs bannis.
|
|||||||
rules.infiniteresources = Ressources Infinies
|
rules.infiniteresources = Ressources Infinies
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Seulement autoriser le dépôt d'Objets dans le Noyau
|
rules.onlydepositcore = Seulement autoriser le dépôt d'Objets dans le Noyau
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Autoriser la réparation des structures abandonnées
|
rules.derelictrepair = Autoriser la réparation des structures abandonnées
|
||||||
rules.reactorexplosions = Explosion des Réacteurs
|
rules.reactorexplosions = Explosion des Réacteurs
|
||||||
rules.coreincinerates = Incinération des surplus du Noyau
|
rules.coreincinerates = Incinération des surplus du Noyau
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Détruire les structures des équipes vaincues (JcJ)
|
|||||||
rules.corecapture = Capture du Noyau lors de sa Destruction
|
rules.corecapture = Capture du Noyau lors de sa Destruction
|
||||||
rules.polygoncoreprotection = Protection polygonale du Noyau
|
rules.polygoncoreprotection = Protection polygonale du Noyau
|
||||||
rules.placerangecheck = Vérification de la Portée de Placement
|
rules.placerangecheck = Vérification de la Portée de Placement
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Ressources infinies pour l'IA (équipe rouge)
|
rules.enemyCheat = Ressources infinies pour l'IA (équipe rouge)
|
||||||
rules.blockhealthmultiplier = Multiplicateur de Santé des Blocs
|
rules.blockhealthmultiplier = Multiplicateur de Santé des Blocs
|
||||||
rules.blockdamagemultiplier = Multiplicateur de Dégât des Blocs
|
rules.blockdamagemultiplier = Multiplicateur de Dégât des Blocs
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Multiplicateur de Santé des Unités
|
|||||||
rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
|
rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
|
||||||
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
||||||
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Objets
|
database-category.item = Items
|
||||||
content.liquid.name = Liquides
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Unités
|
database-category.unit = Units
|
||||||
content.block.name = Blocs
|
database-category.block = Blocks
|
||||||
content.status.name = Effet
|
database-category.status = Status Effects
|
||||||
content.sector.name = Secteurs
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Mur)
|
wallore = (Mur)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Les tourelles à liquides[], approvisionnées en eau en
|
|||||||
hint.generator = :combustion-generator: Les [accent]Générateurs à combustion[] brûlent du Charbon et transmettent de l'énergie aux blocs adjacents.\n\nLa transmission d'énergie peut être étendue avec des :power-node: [accent]Transmetteurs Énergétiques[].
|
hint.generator = :combustion-generator: Les [accent]Générateurs à combustion[] brûlent du Charbon et transmettent de l'énergie aux blocs adjacents.\n\nLa transmission d'énergie peut être étendue avec des :power-node: [accent]Transmetteurs Énergétiques[].
|
||||||
hint.guardian = Les [accent]Gardiens[] sont protégés par un bouclier. Les munitions faibles telles que le [accent]Cuivre[] et le [accent]Plomb[] ne seront [scarlet]pas efficaces[].\n\nUtilisez des tourelles de plus haut niveau, ou de meilleures munitions comme le :graphite: [accent]Graphite[] avec un :duo:Duo/:salvo:Salve pour pouvoir tuer le gardien.
|
hint.guardian = Les [accent]Gardiens[] sont protégés par un bouclier. Les munitions faibles telles que le [accent]Cuivre[] et le [accent]Plomb[] ne seront [scarlet]pas efficaces[].\n\nUtilisez des tourelles de plus haut niveau, ou de meilleures munitions comme le :graphite: [accent]Graphite[] avec un :duo:Duo/:salvo:Salve pour pouvoir tuer le gardien.
|
||||||
hint.coreUpgrade = Les Noyaux peuvent être améliorés [accent]en plaçant un Noyau de plus haut niveau sur eux[].\n\nPlacez un :core-foundation: Noyau [accent]Fondation[] sur le :core-shard: Noyau [accent]Fragment[]. Soyez sûrs que rien n'obstrue la construction.
|
hint.coreUpgrade = Les Noyaux peuvent être améliorés [accent]en plaçant un Noyau de plus haut niveau sur eux[].\n\nPlacez un :core-foundation: Noyau [accent]Fondation[] sur le :core-shard: Noyau [accent]Fragment[]. Soyez sûrs que rien n'obstrue la construction.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Les [accent]secteurs[] gris, tels que [accent]Frozen Forest[], peuvent être lancés de n'importe où. Ils ne requièrent pas la capture d'un secteur adjacent.\n\n[accent]Il y a beaucoup de secteurs[] comme celui-ci, qui sont [accent]optionnels[].
|
hint.presetLaunch = Les [accent]secteurs[] gris, tels que [accent]Frozen Forest[], peuvent être lancés de n'importe où. Ils ne requièrent pas la capture d'un secteur adjacent.\n\n[accent]Il y a beaucoup de secteurs[] comme celui-ci, qui sont [accent]optionnels[].
|
||||||
hint.presetDifficulty = Ce secteur a un niveau de menace ennemi [scarlet]élevé[].\nIl n'est [accent]pas recommandé[] de se lancer dans de tels secteurs sans la technologie et la préparation appropriées.
|
hint.presetDifficulty = Ce secteur a un niveau de menace ennemi [scarlet]élevé[].\nIl n'est [accent]pas recommandé[] de se lancer dans de tels secteurs sans la technologie et la préparation appropriées.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Tout ce qui est construit dans le rayon est détruit lors du commence
|
|||||||
gz.zone3 = Une vague va commencer maintenant.\nPréparez-vous.
|
gz.zone3 = Une vague va commencer maintenant.\nPréparez-vous.
|
||||||
gz.finish = Construisez plus de tourelles, minez plus de resources,\net défendez-vous contre toutes les vagues ennemies afin de [accent]capturer ce secteur[].
|
gz.finish = Construisez plus de tourelles, minez plus de resources,\net défendez-vous contre toutes les vagues ennemies afin de [accent]capturer ce secteur[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Cliquez pour miner le :beryllium: [accent]béryllium[] contenu dans les murs.\n\nUtilisez [accent][[ZQSD] pour bouger.
|
onset.mine = Cliquez pour miner le :beryllium: [accent]béryllium[] contenu dans les murs.\n\nUtilisez [accent][[ZQSD] pour bouger.
|
||||||
onset.mine.mobile = Tapez pour miner le :beryllium: [accent]béryllium[] contenu dans les murs.
|
onset.mine.mobile = Tapez pour miner le :beryllium: [accent]béryllium[] contenu dans les murs.
|
||||||
onset.research = Ouvrez :tree: l'arbre technologique.\nRecherchez et placez un :turbine-condenser: [accent]condenseur à turbine[] sur l'évent.\nCela va générer de [accent]l'énergie[].
|
onset.research = Ouvrez :tree: l'arbre technologique.\nRecherchez et placez un :turbine-condenser: [accent]condenseur à turbine[] sur l'évent.\nCela va générer de [accent]l'énergie[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Les unités contrôlées par des processeurs ne peuvent pas construire ici.
|
|
||||||
|
|
||||||
lenum.type = Type de bâtiment/unité.\nPar exemple, pour tout routeur, cela retournera [accent]@router[].
|
lenum.type = Type de bâtiment/unité.\nPar exemple, pour tout routeur, cela retournera [accent]@router[].
|
||||||
lenum.shoot = Tire à une position donnée.
|
lenum.shoot = Tire à une position donnée.
|
||||||
lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement.
|
lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Inconnu
|
lcategory.unknown = Inconnu
|
||||||
lcategory.unknown.description = Instructions sans catégorie.
|
lcategory.unknown.description = Instructions sans catégorie.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < A támaszpont támadás alatt áll! >
|
|||||||
nearpoint = [[ [scarlet]AZONNAL HAGYD EL A LEDOBÁSI PONTOT[] ]\nA megsemmisülés fenyeget!
|
nearpoint = [[ [scarlet]AZONNAL HAGYD EL A LEDOBÁSI PONTOT[] ]\nA megsemmisülés fenyeget!
|
||||||
database = Támaszpont adatbázisa
|
database = Támaszpont adatbázisa
|
||||||
database.button = Adatbázis
|
database.button = Adatbázis
|
||||||
|
database.patched = Módosítva javítócsomag-adatokkal.
|
||||||
|
viewfields = Tartalmi mezők megtekintése
|
||||||
savegame = Játék mentése
|
savegame = Játék mentése
|
||||||
loadgame = Játék betöltése
|
loadgame = Játék betöltése
|
||||||
joingame = Kapcsolódás egy játékhoz
|
joingame = Kapcsolódás egy játékhoz
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Körkörös függőségek
|
|||||||
mod.incompletedependencies = [red]Hiányos függőségek
|
mod.incompletedependencies = [red]Hiányos függőségek
|
||||||
|
|
||||||
mod.requiresversion.details = Szükséges játékverzió: [accent]{0}[]\nA játék ezen verziója elavult. A mod működéséhez újabb verzió szükséges (valószínűleg egy béta vagy alfa kiadás).
|
mod.requiresversion.details = Szükséges játékverzió: [accent]{0}[]\nA játék ezen verziója elavult. A mod működéséhez újabb verzió szükséges (valószínűleg egy béta vagy alfa kiadás).
|
||||||
mod.incompatiblemod.details = Ez a mod nem kompatibilis a játék legújabb verziójával. A mod készítőjének frissítenie kell azt és hozzá kell adnia a következőt a [accent]mod.json[] fájlhoz: [accent]minGameVersion: 147[].
|
mod.incompatiblemod.details = Ez a mod nem kompatibilis a játék legújabb verziójával. A mod készítőjének frissítenie kell azt és hozzá kell adnia a következőt a [accent]mod.json[] fájlhoz: [accent]minGameVersion: 154[].
|
||||||
mod.blacklisted.details = Ezt a modot a Mindustry fejlesztői kézzel tiltólistára tették, mert a játék összeomlott tőle, vagy más problémát okozott. Ne használd.
|
mod.blacklisted.details = Ezt a modot a Mindustry fejlesztői kézzel tiltólistára tették, mert a játék összeomlott tőle, vagy más problémát okozott. Ne használd.
|
||||||
mod.missingdependencies.details = Ez a mod függőségeket hiányol: {0}
|
mod.missingdependencies.details = Ez a mod függőségeket hiányol: {0}
|
||||||
mod.erroredcontent.details = Ez a mod hibákat okozott a betöltésnél. Kérd meg a mod készítőjét, hogy javítsa őket.
|
mod.erroredcontent.details = Ez a mod hibákat okozott a betöltésnél. Kérd meg a mod készítőjét, hogy javítsa őket.
|
||||||
@@ -367,7 +369,7 @@ command = Parancs
|
|||||||
command.queue = Sorba állítás
|
command.queue = Sorba állítás
|
||||||
command.mine = Bányászás
|
command.mine = Bányászás
|
||||||
command.repair = Javítás
|
command.repair = Javítás
|
||||||
command.rebuild = Újraépítés
|
command.rebuild = Újjáépítés
|
||||||
command.assist = Játékos segítése
|
command.assist = Játékos segítése
|
||||||
command.move = Mozgás
|
command.move = Mozgás
|
||||||
command.boost = Erősítés
|
command.boost = Erősítés
|
||||||
@@ -402,7 +404,7 @@ quit.confirm = Biztosan kilépsz?
|
|||||||
loading = [accent]Betöltés…
|
loading = [accent]Betöltés…
|
||||||
downloading = [accent]Letöltés…
|
downloading = [accent]Letöltés…
|
||||||
saving = [accent]Mentés…
|
saving = [accent]Mentés…
|
||||||
respawn = [accent][[{0}][] az újraéledéshez
|
respawn = [accent][[{0}][] az újjáéledéshez
|
||||||
cancelbuilding = [accent][[{0}][] a tervrajz törléséhez
|
cancelbuilding = [accent][[{0}][] a tervrajz törléséhez
|
||||||
selectschematic = [accent][[{0}][] a kijelöléshez és másoláshoz
|
selectschematic = [accent][[{0}][] a kijelöléshez és másoláshoz
|
||||||
pausebuilding = [accent][[{0}][] az építkezés megállításához
|
pausebuilding = [accent][[{0}][] az építkezés megállításához
|
||||||
@@ -448,9 +450,9 @@ 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 = Show Blocks
|
editor.showblocks = Blokkok megjelenítése
|
||||||
editor.showterrain = Show Terrain
|
editor.showterrain = Domborzat megjelenítése
|
||||||
editor.showfloor = Show Floor
|
editor.showfloor = Talaj megjelenítése
|
||||||
editor.planet = Bolygó:
|
editor.planet = Bolygó:
|
||||||
editor.sector = Szektor:
|
editor.sector = Szektor:
|
||||||
editor.seed = Kiindulóérték:
|
editor.seed = Kiindulóérték:
|
||||||
@@ -466,7 +468,15 @@ editor.waves = Hullámok
|
|||||||
editor.rules = Szabályok
|
editor.rules = Szabályok
|
||||||
editor.generation = Előállítás
|
editor.generation = Előállítás
|
||||||
editor.objectives = Célok
|
editor.objectives = Célok
|
||||||
editor.locales = Helyi csomagok
|
editor.locales = Nyelvi csomagok
|
||||||
|
editor.patches.guide = Útmutató a javítócsomagokhoz
|
||||||
|
editor.patches = Javítócsomag-adatok
|
||||||
|
editor.patch = Javítócsomagok: {0}
|
||||||
|
editor.patches.none = [lightgray]Nincsenek javítócsomagok betöltve.
|
||||||
|
editor.patches.errors = Javítócsomag-hibák
|
||||||
|
editor.patches.importerror = Nem sikerült importálni a javítócsomagot
|
||||||
|
editor.patches.delete.confirm = Biztosan törölni szeretnéd ezt a javítócsomagot?
|
||||||
|
editor.patch.fields = {0} mező
|
||||||
editor.worldprocessors = Világprocesszorok
|
editor.worldprocessors = Világprocesszorok
|
||||||
editor.worldprocessors.editname = Név szerkesztése
|
editor.worldprocessors.editname = Név szerkesztése
|
||||||
editor.worldprocessors.none = [lightgray]Nem találhatók világprocesszor-blokkok!\nAdj hozzá egyet a pályaszerkesztőben vagy használd az alábbi \ue813 hozzáadás gombot.
|
editor.worldprocessors.none = [lightgray]Nem találhatók világprocesszor-blokkok!\nAdj hozzá egyet a pályaszerkesztőben vagy használd az alábbi \ue813 hozzáadás gombot.
|
||||||
@@ -492,9 +502,9 @@ waves.team = Csapat
|
|||||||
waves.remove = Eltávolítás
|
waves.remove = Eltávolítás
|
||||||
waves.every = minden
|
waves.every = minden
|
||||||
waves.waves = hullámonként
|
waves.waves = hullámonként
|
||||||
waves.health = élet: {0}%
|
waves.health = életpont: {0}%
|
||||||
waves.perspawn = kezdőpontonként
|
waves.perspawn = kezdőpontonként
|
||||||
waves.shields = erőpajzs/hullám
|
waves.shields = pajzs/hullám
|
||||||
waves.to = -
|
waves.to = -
|
||||||
waves.spawn = kezdőpont:
|
waves.spawn = kezdőpont:
|
||||||
waves.spawn.all = <mind>
|
waves.spawn.all = <mind>
|
||||||
@@ -513,7 +523,7 @@ waves.none = Nincs ellenség megadva.\nVedd figyelembe, hogy az üresen hagyott
|
|||||||
waves.sort = Rendezési szempont
|
waves.sort = Rendezési szempont
|
||||||
waves.sort.reverse = Rendezés visszafelé
|
waves.sort.reverse = Rendezés visszafelé
|
||||||
waves.sort.begin = Kezdés
|
waves.sort.begin = Kezdés
|
||||||
waves.sort.health = Élet
|
waves.sort.health = Életpont
|
||||||
waves.sort.type = Típus
|
waves.sort.type = Típus
|
||||||
waves.search = Hullám keresése…
|
waves.search = Hullám keresése…
|
||||||
waves.filter = Egységszűrő
|
waves.filter = Egységszűrő
|
||||||
@@ -521,9 +531,9 @@ waves.units.hide = Összes elrejtése
|
|||||||
waves.units.show = Összes megjelenítése
|
waves.units.show = Összes megjelenítése
|
||||||
|
|
||||||
#these are intentionally in lower case
|
#these are intentionally in lower case
|
||||||
wavemode.counts = típusokra bontva
|
wavemode.counts = típusokra bontás
|
||||||
wavemode.totals = összesítés
|
wavemode.totals = összesítés
|
||||||
wavemode.health = életpontok
|
wavemode.health = életpont
|
||||||
|
|
||||||
all = Összes
|
all = Összes
|
||||||
editor.default = [lightgray]<Alapértelmezett>
|
editor.default = [lightgray]<Alapértelmezett>
|
||||||
@@ -545,7 +555,7 @@ editor.errorlegacy = Ez a pálya túl régi, és olyan pályaformátumot haszná
|
|||||||
editor.errornot = Ez nem egy pályafájl.
|
editor.errornot = Ez nem egy pályafájl.
|
||||||
editor.errorheader = Ez a pályafájl érvénytelen vagy sérült.
|
editor.errorheader = Ez a pályafájl érvénytelen vagy sérült.
|
||||||
editor.errorname = A pályának nincs neve. Mentést próbálsz betölteni?
|
editor.errorname = A pályának nincs neve. Mentést próbálsz betölteni?
|
||||||
editor.errorlocales = Hiba az érvénytelen helyi csomagok beolvasásakor.
|
editor.errorlocales = Hiba az érvénytelen nyelvi csomagok beolvasásakor.
|
||||||
editor.update = Frissítés
|
editor.update = Frissítés
|
||||||
editor.randomize = Véletlenszerű
|
editor.randomize = Véletlenszerű
|
||||||
editor.moveup = Mozgás felfelé
|
editor.moveup = Mozgás felfelé
|
||||||
@@ -576,7 +586,7 @@ editor.exportimage = Domborzati kép exportálása
|
|||||||
editor.exportimage.description = Csak alapvető domborzatot tartalmazó képfájl exportálása
|
editor.exportimage.description = Csak alapvető domborzatot tartalmazó képfájl exportálása
|
||||||
editor.loadimage = Domborzat importálása
|
editor.loadimage = Domborzat importálása
|
||||||
editor.saveimage = Domborzat exportálása
|
editor.saveimage = Domborzat exportálása
|
||||||
editor.unsaved = Biztosan ki akarsz lépni?\n[scarlet]A nem mentett módosításaid elvesznek.
|
editor.unsaved = Biztosan ki akarsz lépni?\n[scarlet]A nem mentett módosításaid így elvesznek.
|
||||||
editor.resizemap = Pálya átméretezése
|
editor.resizemap = Pálya átméretezése
|
||||||
editor.mapname = Pálya neve:
|
editor.mapname = Pálya neve:
|
||||||
editor.overwrite = [accent]Vigyázz!\nEzzel felülírsz egy már létező pályát.
|
editor.overwrite = [accent]Vigyázz!\nEzzel felülírsz egy már létező pályát.
|
||||||
@@ -651,7 +661,7 @@ filter.option.percentile = Százalék
|
|||||||
filter.option.code = Kód
|
filter.option.code = Kód
|
||||||
filter.option.loop = Hurok
|
filter.option.loop = Hurok
|
||||||
|
|
||||||
locales.info = Itt adhatsz hozzá különböző nyelvi csomagokat a pályádhoz. A nyelvi csomagokban minden tulajdonságnak van egy neve és egy értéke. Ezeket a tulajdonságokat a világprocesszorok és a pálya célkitűzései is használhatják a saját neveikkel. Támogatják a szövegformázást (a helyőrzőket a tényleges értékükkel helyettesítik).\n\n[cyan]Példa tulajdonság:\n[]name: [accent]időzítő[]\nvalue: [accent]Példa időzítő, hátralévő idő: {0}[]\n\n[cyan]Használat:\n[]Beállítás a pálya célkitűzésének szövegeként: [accent]@időzítő\n\n[]Írd be egy világprocesszorba:\n[accent]localeprint „időzítő”\nformat time\n[gray](ahol az idő egy külön számított változó)
|
locales.info = Itt adhatsz hozzá különböző nyelvi csomagokat a pályádhoz. A nyelvi csomagokban minden tulajdonságnak van egy neve és egy értéke. Ezeket a tulajdonságokat a világprocesszorok és a pálya célkitűzései is használhatják a saját neveikkel. Támogatják a szövegformázást (a helyőrzőket a tényleges értékükkel helyettesítik).\n\n[cyan]Példa egy tulajdonság hozzáadására:\n[]name: [accent]timer[]\nvalue: [accent]Példaidőzítő, hátralévő idő: {0}[]\n\n[cyan]Használat:\n[]Beállítás a pálya célkitűzésének szövegeként: [accent]@timer\n\n[]Írd be egy világprocesszorba:\n[accent]Locale Print "timer"\nformat time\n[gray](ahol az idő egy külön számított változó)
|
||||||
locales.deletelocale = Biztosan törölni akarod ezt a nyelvi csomagot?
|
locales.deletelocale = Biztosan törölni akarod ezt a nyelvi csomagot?
|
||||||
locales.applytoall = Módosítások alkalmazása az összes nyelvi csomagra
|
locales.applytoall = Módosítások alkalmazása az összes nyelvi csomagra
|
||||||
locales.addtoother = Hozzáadás más nyelvi csomagokhoz
|
locales.addtoother = Hozzáadás más nyelvi csomagokhoz
|
||||||
@@ -735,9 +745,9 @@ objective.destroyblock = [accent]Semmisítsd meg:\n[]{0}[lightgray]{1}
|
|||||||
objective.destroyblocks = [accent]Semmisítsd meg: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
objective.destroyblocks = [accent]Semmisítsd meg: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||||||
objective.item = [accent]Termelj: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.item = [accent]Termelj: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.coreitem = [accent]Szállítás a támaszpontba:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.coreitem = [accent]Szállítás a támaszpontba:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.build = [accent]Építs: [][lightgray]{0}[]db\n{1}[lightgray]{2}
|
objective.build = [accent]Építs: [][lightgray]{0}[] db\n{1}[lightgray]{2}
|
||||||
objective.buildunit = [accent]Gyárts egységeket: [][lightgray]{0}[]db\n{1}[lightgray]{2}
|
objective.buildunit = [accent]Gyárts egységeket: [][lightgray]{0}[] db\n{1}[lightgray]{2}
|
||||||
objective.destroyunits = [accent]Semmisíts meg: [][lightgray]{0}[]db egységet
|
objective.destroyunits = [accent]Semmisíts meg: [][lightgray]{0}[] db egységet
|
||||||
objective.enemiesapproaching = [accent]Ellenség érkezik: [lightgray]{0}[] mp múlva
|
objective.enemiesapproaching = [accent]Ellenség érkezik: [lightgray]{0}[] mp múlva
|
||||||
objective.enemyescelating = [accent]Az ellenséges gyártás fokozódik: [lightgray]{0}[] mp múlva
|
objective.enemyescelating = [accent]Az ellenséges gyártás fokozódik: [lightgray]{0}[] mp múlva
|
||||||
objective.enemyairunits = [accent]Az ellenséges légi egységek gyártása elkezdődik: [lightgray]{0}[] mp múlva
|
objective.enemyairunits = [accent]Az ellenséges légi egységek gyártása elkezdődik: [lightgray]{0}[] mp múlva
|
||||||
@@ -762,7 +772,7 @@ launch.from = Kilövés a(z) [accent]{0} szektorból
|
|||||||
launch.capacity = Nyersanyag-kapacitás a kilövéskor: [accent]{0}
|
launch.capacity = Nyersanyag-kapacitás a kilövéskor: [accent]{0}
|
||||||
launch.destination = Úti cél: {0}
|
launch.destination = Úti cél: {0}
|
||||||
landing.sources = Forrásszektorok: [accent]{0}[]
|
landing.sources = Forrásszektorok: [accent]{0}[]
|
||||||
landing.import = Maximális összmennyiség: {0}[accent]{1}[lightgray]/perc
|
landing.import = Összmennyiség (legfeljebb): {0}[accent]{1}[lightgray]/perc
|
||||||
configure.invalid = A mennyiségnek 0 és {0} között kell lennie.
|
configure.invalid = A mennyiségnek 0 és {0} között kell lennie.
|
||||||
add = Hozzáadás…
|
add = Hozzáadás…
|
||||||
guardian = Őrző
|
guardian = Őrző
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Gratulálunk.\n\nLegyőzted az ellenséget a(z) {0}
|
|||||||
sectorlist = Szektorok
|
sectorlist = Szektorok
|
||||||
sectorlist.attacked = {0} támadás alatt
|
sectorlist.attacked = {0} támadás alatt
|
||||||
sectors.unexplored = [lightgray]Felderítetlen
|
sectors.unexplored = [lightgray]Felderítetlen
|
||||||
|
sectors.attempts = Elfoglalási kísérletek száma:
|
||||||
sectors.resources = Nyersanyagok:
|
sectors.resources = Nyersanyagok:
|
||||||
sectors.production = Termelés:
|
sectors.production = Termelés:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,7 +812,8 @@ sectors.wave = Hullám:
|
|||||||
sectors.stored = Tárolt nyersanyagok:
|
sectors.stored = Tárolt nyersanyagok:
|
||||||
sectors.resume = Folytatás
|
sectors.resume = Folytatás
|
||||||
sectors.launch = Kilövés
|
sectors.launch = Kilövés
|
||||||
sectors.viewsubmission = \ue80d Alküldetések megtekintése
|
sectors.nolaunchcandidate = Nincs kiindulási szektor a kilövéshez
|
||||||
|
sectors.viewsubmission = \ue80d Alküldetés megtekintése
|
||||||
sectors.select = Kiválasztás
|
sectors.select = Kiválasztás
|
||||||
sectors.launchselect = Célállomás kiválasztása
|
sectors.launchselect = Célállomás kiválasztása
|
||||||
sectors.nonelaunch = [lightgray]semmi (nap)
|
sectors.nonelaunch = [lightgray]semmi (nap)
|
||||||
@@ -809,13 +821,12 @@ sectors.redirect = Kilövőállások átirányítása
|
|||||||
sectors.rename = Szektor átnevezése
|
sectors.rename = Szektor átnevezése
|
||||||
sectors.enemybase = [scarlet]Ellenséges bázis
|
sectors.enemybase = [scarlet]Ellenséges bázis
|
||||||
sectors.vulnerable = [scarlet]Sebezhető
|
sectors.vulnerable = [scarlet]Sebezhető
|
||||||
sectors.underattack = [scarlet]Támadás alatt! [accent]{0}%-ban sérült
|
sectors.underattack = [scarlet]Támadás alatt!
|
||||||
sectors.underattack.nodamage = [scarlet]Nincs meghódítva
|
|
||||||
sectors.survives = [accent]Túlél {0} hullámot
|
|
||||||
sectors.go = Visszatérés
|
sectors.go = Visszatérés
|
||||||
sector.abandon = Elhagyás
|
sector.abandon = Elhagyás
|
||||||
sector.abandon.confirm = Ebben a szektorban minden támaszpontod megsemmisül.\nBiztosan feladod ezt a szektort?
|
sector.abandon.confirm = Ebben a szektorban minden támaszpontod megsemmisül.\nBiztosan feladod ezt a szektort?
|
||||||
sector.curcapture = A szektor elfoglalva
|
sector.curcapture = A szektor elfoglalva
|
||||||
|
sector.lockdown = [red]:warning:[accent] A szektor jelenleg támadás alatt áll\n[lightgray]A nyersanyaggyártás, a fejlesztés, az exportálás és az importálás ez idő alatt le van tiltva
|
||||||
sector.curlost = A szektor elveszett
|
sector.curlost = A szektor elveszett
|
||||||
sector.missingresources = [scarlet]Nincs elég nyersanyag
|
sector.missingresources = [scarlet]Nincs elég nyersanyag
|
||||||
sector.attacked = A(z) [accent]{0}[white] szektor támadás alatt áll!
|
sector.attacked = A(z) [accent]{0}[white] szektor támadás alatt áll!
|
||||||
@@ -840,7 +851,7 @@ difficulty.normal = Normál
|
|||||||
difficulty.hard = Nehéz
|
difficulty.hard = Nehéz
|
||||||
difficulty.eradication = Irtózatos
|
difficulty.eradication = Irtózatos
|
||||||
|
|
||||||
difficulty.enemyHealthMultiplier = Ellenség életereje: {0}
|
difficulty.enemyHealthMultiplier = Ellenség életpontja: {0}
|
||||||
difficulty.enemySpawnMultiplier = Ellenségek száma: {0}
|
difficulty.enemySpawnMultiplier = Ellenségek száma: {0}
|
||||||
difficulty.waveTimeMultiplier = Hullámidőzítő: {0}
|
difficulty.waveTimeMultiplier = Hullámidőzítő: {0}
|
||||||
difficulty.nomodifiers = [lightgray](Nincsenek módosítók)
|
difficulty.nomodifiers = [lightgray](Nincsenek módosítók)
|
||||||
@@ -870,16 +881,17 @@ sector.facility32m.name = 32M-es létesítmény
|
|||||||
sector.taintedWoods.name = Szennyezett fák
|
sector.taintedWoods.name = Szennyezett fák
|
||||||
sector.infestedCanyons.name = Fertőzött kanyonok
|
sector.infestedCanyons.name = Fertőzött kanyonok
|
||||||
sector.planetaryTerminal.name = Bolygó körüli kilövőállás
|
sector.planetaryTerminal.name = Bolygó körüli kilövőállás
|
||||||
sector.coastline.name = Partvonal
|
sector.coastline.name = Párás partvidék
|
||||||
sector.navalFortress.name = Haditengerészeti erőd
|
sector.navalFortress.name = Haditengerészeti erőd
|
||||||
sector.polarAerodrome.name = Sarkvidéki légikikötő
|
sector.polarAerodrome.name = Sarkvidéki légikikötő
|
||||||
sector.atolls.name = Atollok
|
sector.atolls.name = Atollok
|
||||||
sector.testingGrounds.name = Gyakorlótér
|
sector.testingGrounds.name = Gyakorlótér
|
||||||
sector.seaPort.name = Tengeri kikötő
|
sector.perilousHarbor.name = Veszedelmes kikötő
|
||||||
sector.weatheredChannels.name = Viharvert csatornák
|
sector.weatheredChannels.name = Viharvert csatornák
|
||||||
|
sector.fallenVessel.name = Elveszett hajó
|
||||||
sector.mycelialBastion.name = Micéliumbástya
|
sector.mycelialBastion.name = Micéliumbástya
|
||||||
sector.frontier.name = Frontvidék
|
sector.frontier.name = Frontvidék
|
||||||
sector.sunkenPier.name = Sunken Pier
|
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
|
||||||
|
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = A végső célpont.\n\nEzen a vízparti b
|
|||||||
sector.coastline.description = Ezen a helyen egy haditengerészeti egység technológiájának maradványait azonosították. Verd vissza az ellenséges támadásokat, foglald el ezt a szektort, és szerezd meg a technológiát.
|
sector.coastline.description = Ezen a helyen egy haditengerészeti egység technológiájának maradványait azonosították. Verd vissza az ellenséges támadásokat, foglald el ezt a szektort, és szerezd meg a technológiát.
|
||||||
sector.navalFortress.description = Az ellenség bázist létesített egy távoli, természetes erődítményes szigeten. Pusztítsd el ezt az előőrsöt. Szerezd meg a fejlett hadihajó-technológiájukat, és fejleszd ki te is.
|
sector.navalFortress.description = Az ellenség bázist létesített egy távoli, természetes erődítményes szigeten. Pusztítsd el ezt az előőrsöt. Szerezd meg a fejlett hadihajó-technológiájukat, és fejleszd ki te is.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = A kezdet
|
sector.onset.name = A kezdet
|
||||||
sector.aegis.name = Égisz
|
sector.aegis.name = Égisz
|
||||||
sector.lake.name = Tó
|
sector.lake.name = Tó
|
||||||
@@ -940,28 +937,28 @@ sector.aegis.description = Ez a szektor volfrám-lelőhelyeket tartalmaz.\nFejle
|
|||||||
sector.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]repülőgépgyártót[], és állíts elő egy [accent]Elude[] egységet, amilyen hamar csak lehet.
|
sector.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]repülőgépgyártót[], és állíts elő egy [accent]Elude[] egységet, amilyen hamar csak lehet.
|
||||||
sector.intersect.description = A letapogatások arra utalnak, hogy ezt a szektort a leszállás után hamarosan több oldalról is megtámadják.\nÁllítsd fel gyorsan a védelmedet, és terjeszkedj minél gyorsabban.\n[accent]Mech[] egységekre lesz szükség a terület zord terepviszonyai miatt.
|
sector.intersect.description = A letapogatások arra utalnak, hogy ezt a szektort a leszállás után hamarosan több oldalról is megtámadják.\nÁllítsd fel gyorsan a védelmedet, és terjeszkedj minél gyorsabban.\n[accent]Mech[] egységekre lesz szükség a terület zord terepviszonyai miatt.
|
||||||
sector.atlas.description = Ez a szektor változatos tereppel rendelkezik, ezért az ütőképes támadáshoz többféle egységre lesz szükség.\nAz itt felfedezett ellenséges bázisok némelyikén való átjutáshoz is továbbfejlesztett egységekre lehet szükség.\nFejleszd ki az [accent]elektrolizátort[] és a [accent]Tankújratervezőt[].
|
sector.atlas.description = Ez a szektor változatos tereppel rendelkezik, ezért az ütőképes támadáshoz többféle egységre lesz szükség.\nAz itt felfedezett ellenséges bázisok némelyikén való átjutáshoz is továbbfejlesztett egységekre lehet szükség.\nFejleszd ki az [accent]elektrolizátort[] és a [accent]Tankújratervezőt[].
|
||||||
sector.split.description = A minimális ellenséges jelenlét miatt ez a szektor tökéletes az új nyersanyagszállító technológiák tesztelésére.
|
sector.split.description = A jelentéktelen ellenséges jelenlét miatt ez a szektor tökéletes az új nyersanyagszállító technológiák tesztelésére.
|
||||||
sector.basin.description = Jelentős ellenséges jelenlét lett érzékelve ebben a szektorban.\nÉpíts gyorsan egységeket, és foglald el az ellenséges támaszpontokat, hogy megvethesd a lábad.
|
sector.basin.description = Jelentős ellenséges jelenlét lett érzékelve ebben a szektorban.\nÉpíts gyorsan egységeket, és foglald el az ellenséges támaszpontokat, hogy megvethesd a lábad.
|
||||||
sector.marsh.description = Ebben a szektorban rengeteg arkicit található, de kevés a kürtő.\nÉpíts [accent]kémiai égetőkamrát[] az áramfejlesztéshez.
|
sector.marsh.description = Ebben a szektorban rengeteg arkicit található, de kevés a kürtő.\nÉpíts [accent]kémiai égetőkamrát[] az áramfejlesztéshez.
|
||||||
sector.peaks.description = A hegyvidéki terep ebben a szektorban a legtöbb egységet használhatatlanná teszi. Légi egységekre lesz szükség.\nVigyázz az ellenséges légvédelmi létesítményekkel. Lehetséges, hogy az ilyen létesítményeket hatástalanítani lehet a támogató épületeik célba vételével.
|
sector.peaks.description = A hegyvidéki terep ebben a szektorban a legtöbb egységet használhatatlanná teszi. Légi egységekre lesz szükség.\nVigyázz az ellenséges légelhárító létesítményekkel. Lehetséges, hogy az ilyen létesítményeket hatástalanítani lehet a támogató épületeik célba vételével.
|
||||||
sector.ravine.description = A szektorban nem észlelhető ellenséges támaszpont, de ez egy fontos szállítási útvonal az ellenség számára, így változatos ellenséges erőkkel kell számolni.\nTermelj [accent]elektrometált[]. Építs [accent]Afflict[] lövegtornyokat.
|
sector.ravine.description = A szektorban nem észlelhető ellenséges támaszpont, de ez egy fontos szállítási útvonal az ellenség számára, így változatos ellenséges erőkkel kell számolni.\nTermelj [accent]elektrometált[]. Építs [accent]Afflict[] lövegtornyokat.
|
||||||
sector.caldera-erekir.description = Ebben a szektorban a feltárható nyersanyagok több szigeten szétszóródva találhatók.\nFejleszd ki és helyezd üzembe a drónalapú szállítmányozást.
|
sector.caldera-erekir.description = Ebben a szektorban a feltárható nyersanyagok több szigeten szétszóródva találhatók.\nFejleszd ki és helyezd üzembe a drónalapú szállítmányozást.
|
||||||
sector.stronghold.description = A nagy ellenséges tábor ebben a szektorban jelentős mennyiségű [accent]tóriumot[] őriz.\nHasználd magasabb szintű egységek és lövegtornyok fejlesztésére.
|
sector.stronghold.description = A nagy ellenséges tábor ebben a szektorban jelentős mennyiségű [accent]tóriumot[] őriz.\nHasználd magasabb szintű egységek és lövegtornyok fejlesztésére.
|
||||||
sector.crevice.description = Ebben a szektorban az ellenség kegyetlen támadóerőket fog mozgósítani, hogy kiiktassa a bázisodat.\nA [accent]karbid[] és a [accent]pirolízis-erőmű[] kifejlesztése nélkülözhetetlen lehet a túléléshez.
|
sector.crevice.description = Ebben a szektorban az ellenség kegyetlen támadóerőket fog mozgósítani, hogy kiiktassa a bázisodat.\nA [accent]karbid[] és a [accent]pirolízis-erőmű[] kifejlesztése nélkülözhetetlen lehet a túléléshez.
|
||||||
sector.siege.description = Ebben a szektorban két párhuzamos kanyon található, amelyek két irányból érkező támadásokat tesznek lehetővé.\nFejleszd ki a [accent]diciánt[], hogy még erősebb tankegységeket hozhass létre.\nVigyázat: ellenséges, nagy hatótávolságú rakéták észlelve. A rakéták a becsapódásuk előtt megsemmisíthetők.
|
sector.siege.description = Ebben a szektorban két párhuzamos kanyon található, amelyek két irányból érkező támadásokat tesznek lehetővé.\nFejleszd ki a [accent]diciánt[], hogy még erősebb tankegységeket hozhass létre.\nVigyázat: ellenséges, nagy hatótávolságú rakéták észlelve. A rakéták a becsapódásuk előtt megsemmisíthetők.
|
||||||
sector.crossroads.description = Az ellenséges támaszpontok ebben a szektorban változó terepviszonyok között alakultak ki. Ahhoz, hogy alkalmazkodni tudj, fejlessz ki különböző egységeket.\nEzenkívül egyes bázisokat erőpajzsok védenek. Találd ki, hogyan táplálják őket.
|
sector.crossroads.description = Az ellenséges támaszpontok ebben a szektorban változó terepviszonyok között alakultak ki. Ahhoz, hogy alkalmazkodni tudj, fejlessz ki különböző egységeket.\nEzenkívül egyes bázisokat pajzsok védenek. Találd ki, hogyan táplálják őket.
|
||||||
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
|
||||||
@@ -972,7 +969,7 @@ status.boss.name = Őrző
|
|||||||
|
|
||||||
settings.language = Nyelvek
|
settings.language = Nyelvek
|
||||||
settings.data = Játékadatok
|
settings.data = Játékadatok
|
||||||
settings.reset = Alapértelmezett
|
settings.reset = Alapértelmezés
|
||||||
settings.rebind = Átállítás
|
settings.rebind = Átállítás
|
||||||
settings.resetKey = Vissza-\nállítás
|
settings.resetKey = Vissza-\nállítás
|
||||||
settings.controls = Irányítás
|
settings.controls = Irányítás
|
||||||
@@ -1006,18 +1003,19 @@ stat.showinmap = <pálya betöltése a megtekintéshez>
|
|||||||
stat.description = Rendeltetés
|
stat.description = Rendeltetés
|
||||||
stat.input = Bemenet
|
stat.input = Bemenet
|
||||||
stat.output = Kimenet
|
stat.output = Kimenet
|
||||||
stat.maxefficiency = Maximális hatásfok
|
stat.maxefficiency = Hatásfok (legfeljebb)
|
||||||
stat.booster = Erősítő
|
stat.booster = Erősítő
|
||||||
stat.tiles = Szükséges talaj
|
stat.tiles = Szükséges talaj
|
||||||
stat.affinities = Módosító körülmények
|
stat.affinities = Módosító körülmények
|
||||||
stat.opposites = Ellentettek
|
stat.opposites = Ellentettek
|
||||||
stat.powercapacity = Maximális tárolási kapacitás
|
stat.powercapacity = Tárolási kapacitás (legfeljebb)
|
||||||
stat.powershot = Áram/lövés
|
stat.powershot = Áram/lövés
|
||||||
stat.damage = Sebzés
|
stat.damage = Sebzés
|
||||||
stat.frequency = Frequency
|
stat.frequency = Frekvencia
|
||||||
stat.targetsair = Légi célpontok
|
stat.targetsair = Légi célpontok
|
||||||
stat.targetsground = Földi célpontok
|
stat.targetsground = Földi célpontok
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Zúzó sebzés
|
||||||
|
stat.legsplashdamage = Lábbal okozott területsebzés
|
||||||
stat.itemsmoved = Szállítási sebesség
|
stat.itemsmoved = Szállítási sebesség
|
||||||
stat.launchtime = Kilövések közötti idő
|
stat.launchtime = Kilövések közötti idő
|
||||||
stat.shootrange = Hatótávolság
|
stat.shootrange = Hatótávolság
|
||||||
@@ -1027,16 +1025,17 @@ stat.liquidcapacity = Folyadékkapacitás
|
|||||||
stat.powerrange = Hatótávolság
|
stat.powerrange = Hatótávolság
|
||||||
stat.linkrange = Kapcsolat hatótávolsága
|
stat.linkrange = Kapcsolat hatótávolsága
|
||||||
stat.instructions = Utasítások
|
stat.instructions = Utasítások
|
||||||
stat.powerconnections = Max. kapcsolatok
|
stat.powerconnections = Kapcsolatok száma (legfeljebb)
|
||||||
stat.poweruse = Áramfogyasztás
|
stat.poweruse = Áramfogyasztás
|
||||||
stat.powerdamage = Áram/sebzés
|
stat.powerdamage = Áram/sebzés
|
||||||
stat.itemcapacity = Nyersanyag-kapacitás
|
stat.itemcapacity = Nyersanyag-kapacitás
|
||||||
stat.memorycapacity = Memóriakapacitás
|
stat.memorycapacity = Memóriakapacitás
|
||||||
stat.basepowergeneration = Alap áramtermelés
|
stat.basepowergeneration = Alap áramtermelés
|
||||||
stat.productiontime = Gyártási idő
|
stat.productiontime = Gyártási idő
|
||||||
|
stat.warmuptime = Bemelegedési idő
|
||||||
stat.repairtime = Teljes javítási idő
|
stat.repairtime = Teljes javítási idő
|
||||||
stat.repairspeed = Javítási sebesség
|
stat.repairspeed = Javítási sebesség
|
||||||
stat.weapons = Fegyverek
|
stat.weapons = Fegyverzet
|
||||||
stat.bullet = Lövedék
|
stat.bullet = Lövedék
|
||||||
stat.moduletier = Modul szintje
|
stat.moduletier = Modul szintje
|
||||||
stat.unittype = Egység típusa
|
stat.unittype = Egység típusa
|
||||||
@@ -1045,18 +1044,20 @@ stat.range = Hatótávolság
|
|||||||
stat.drilltier = Kitermelhetők
|
stat.drilltier = Kitermelhetők
|
||||||
stat.drillspeed = Alap termelési sebesség
|
stat.drillspeed = Alap termelési sebesség
|
||||||
stat.boosteffect = Erősítés hatása
|
stat.boosteffect = Erősítés hatása
|
||||||
stat.maxunits = Max. aktív egységek
|
stat.maxunits = Aktív egységek (legfeljebb)
|
||||||
stat.health = Életpontok
|
stat.health = Életpont
|
||||||
stat.armor = Páncél
|
stat.armor = Páncél
|
||||||
stat.buildtime = Építési időtartam
|
stat.buildtime = Építési időtartam
|
||||||
stat.maxconsecutive = Max. egymást követő
|
stat.maxconsecutive = Egymást követő nyersanyagok (legfeljebb)
|
||||||
stat.buildcost = Építési költség
|
stat.buildcost = Építési költség
|
||||||
stat.inaccuracy = Pontatlanság
|
stat.inaccuracy = Pontatlanság
|
||||||
stat.shots = Lövések
|
stat.shots = Lövések
|
||||||
stat.reload = Tüzelési sebesség
|
stat.reload = Tüzelési sebesség
|
||||||
stat.ammo = Lőszer
|
stat.ammo = Lőszer
|
||||||
stat.shieldhealth = Erőpajzs életereje
|
stat.shieldhealth = Pajzs életpontja
|
||||||
stat.cooldowntime = Újratöltés időtartama
|
stat.cooldowntime = Újratöltés időtartama
|
||||||
|
stat.regenerationrate = Regenerálási sebesség
|
||||||
|
stat.activationtime = Aktiválási idő
|
||||||
stat.explosiveness = Robbanékonyság
|
stat.explosiveness = Robbanékonyság
|
||||||
stat.basedeflectchance = Alap hárítási esély
|
stat.basedeflectchance = Alap hárítási esély
|
||||||
stat.lightningchance = Villámlás esélye
|
stat.lightningchance = Villámlás esélye
|
||||||
@@ -1074,56 +1075,57 @@ stat.minetier = Termelési szint
|
|||||||
stat.payloadcapacity = Raktérkapacitás
|
stat.payloadcapacity = Raktérkapacitás
|
||||||
stat.abilities = Képességek
|
stat.abilities = Képességek
|
||||||
stat.canboost = Erősíthető
|
stat.canboost = Erősíthető
|
||||||
|
stat.boostingspeed = Megnövelt sebesség
|
||||||
stat.flying = Repül
|
stat.flying = Repül
|
||||||
stat.ammouse = Lőszerhasználat
|
stat.ammouse = Lőszerhasználat
|
||||||
stat.ammocapacity = Lőszerkapacitás
|
stat.ammocapacity = Lőszerkapacitás
|
||||||
stat.damagemultiplier = Sebzésszorzó
|
stat.damagemultiplier = Sebzésszorzó
|
||||||
stat.healthmultiplier = Életerőszorzó
|
stat.healthmultiplier = Életpontszorzó
|
||||||
stat.speedmultiplier = Sebességszorzó
|
stat.speedmultiplier = Sebességszorzó
|
||||||
stat.reloadmultiplier = Újratöltési szorzó
|
stat.reloadmultiplier = Újratöltésszorzó
|
||||||
stat.buildspeedmultiplier = Építési sebességszorzó
|
stat.buildspeedmultiplier = Építésisebesség-szorzó
|
||||||
stat.reactive = Reakciók
|
stat.reactive = Reakciók
|
||||||
stat.immunities = Immunitások
|
stat.immunities = Immunitások
|
||||||
stat.healing = Gyógyulás
|
stat.healing = Gyógyulás
|
||||||
stat.efficiency = [stat]{0}% Hatásfok
|
stat.efficiency = [stat]{0}% Hatásfok
|
||||||
|
|
||||||
ability.forcefield = Erőpajzs
|
ability.forcefield = Erőtér
|
||||||
ability.forcefield.description = Olyan erőpajzsot vetít ki, amely elnyeli a lövedékeket
|
ability.forcefield.description = Olyan erőteret vetít ki, amely elnyeli a lövedékeket
|
||||||
ability.repairfield = Javítómező
|
ability.repairfield = Javítómező
|
||||||
ability.repairfield.description = Megjavítja a közeli egységeket
|
ability.repairfield.description = Megjavítja a közeli egységeket
|
||||||
ability.statusfield = Állapotmező
|
ability.statusfield = Állapotmező
|
||||||
ability.statusfield.description = Állapothatást alkalmaz a közeli egységekre
|
ability.statusfield.description = Állapothatást alkalmaz a közeli egységekre
|
||||||
ability.unitspawn = Gyár
|
ability.unitspawn = Gyár
|
||||||
ability.unitspawn.description = Egységeket állít elő
|
ability.unitspawn.description = Egységeket állít elő
|
||||||
ability.shieldregenfield = Erőpajzsregeneráló-mező
|
ability.shieldregenfield = Pajzsregeneráló-mező
|
||||||
ability.shieldregenfield.description = Regenerálja a közeli egységek erőpajzsát
|
ability.shieldregenfield.description = Regenerálja a közeli egységek pajzsát
|
||||||
ability.movelightning = Villámcsapás
|
ability.movelightning = Villámcsapás
|
||||||
ability.movelightning.description = Mozgás közben villámokat bocsát ki
|
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 = Pajzsív
|
||||||
ability.shieldarc.description = Olyan erőpajzsot vetít ki egy ívben, amely elnyeli a lövedékeket
|
ability.shieldarc.description = Olyan pajzsot 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 és lövegtornyokat épít
|
||||||
ability.energyfield = Energiamező
|
ability.energyfield = Energiamező
|
||||||
ability.energyfield.description = Megrázza a közeli ellenségeket
|
ability.energyfield.description = Megrázza a közeli ellenségeket
|
||||||
ability.energyfield.healdescription = Megrázza a közeli ellenségeket, és gyógyítja a szövetségeseket
|
ability.energyfield.healdescription = Megrázza a közeli ellenségeket, és gyógyítja a szövetségeseket
|
||||||
ability.regen = Regeneráció
|
ability.regen = Regeneráció
|
||||||
ability.regen.description = Idővel regenerálja a saját életerejét
|
ability.regen.description = Idővel regenerálja a saját életpontját
|
||||||
ability.liquidregen = Folyadékelnyelés
|
ability.liquidregen = Folyadékelnyelés
|
||||||
ability.liquidregen.description = Folyadékot nyel el, hogy gyógyítsa magát
|
ability.liquidregen.description = Folyadékot nyel el, hogy gyógyítsa saját magát
|
||||||
ability.spawndeath = Szétesés
|
ability.spawndeath = Szétesés
|
||||||
ability.spawndeath.description = Megsemmisülésekor egységeket bocsát ki
|
ability.spawndeath.description = Megsemmisülésekor egységeket bocsát ki
|
||||||
ability.liquidexplode = Szétömlés
|
ability.liquidexplode = Szétömlés
|
||||||
ability.liquidexplode.description = Megsemmisülésekor folyadék ömlik ki belőle
|
ability.liquidexplode.description = Megsemmisülésekor folyadék ömlik ki belőle
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség
|
ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség
|
||||||
ability.stat.regen = [stat]{0}[lightgray] életerő/mp
|
ability.stat.regen = [stat]{0}[lightgray] életpont/mp
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
ability.stat.pulseregen = [stat]{0}[lightgray] életpont/impulzus
|
||||||
ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
ability.stat.shield = [stat]{0}[lightgray] pajzs életpontja (legfeljebb)
|
||||||
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
||||||
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
ability.stat.deflectchance = [stat]{0}%[lightgray] hárítási esély
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
|
ability.stat.slurpheal = [stat]{0}[lightgray] életpont/folyadékegység
|
||||||
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] javítási mennyiség (azonos típusnál)
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] javítási mennyiség (azonos típusnál)
|
||||||
@@ -1146,7 +1148,7 @@ bar.efficiency = Hatásfok: {0}%
|
|||||||
bar.boost = Erősítés: +{0}%
|
bar.boost = Erősítés: +{0}%
|
||||||
bar.powerbuffer = Akkumulátorok: {0}/{1}
|
bar.powerbuffer = Akkumulátorok: {0}/{1}
|
||||||
bar.powerbalance = Áram: {0}/mp
|
bar.powerbalance = Áram: {0}/mp
|
||||||
bar.powerstored = Eltárolva: {0}/{1}
|
bar.powerstored = Tárolva: {0}/{1}
|
||||||
bar.poweramount = Kapacitás: {0}
|
bar.poweramount = Kapacitás: {0}
|
||||||
bar.poweroutput = Áramtermelés: {0}
|
bar.poweroutput = Áramtermelés: {0}
|
||||||
bar.powerlines = Kapcsolatok: {0}/{1}
|
bar.powerlines = Kapcsolatok: {0}/{1}
|
||||||
@@ -1166,24 +1168,39 @@ bar.launchcooldown = Kilövés visszaszámlálása
|
|||||||
bar.input = Bemenet
|
bar.input = Bemenet
|
||||||
bar.output = Kimenet
|
bar.output = Kimenet
|
||||||
bar.strength = [stat]{0}[lightgray]x erő
|
bar.strength = [stat]{0}[lightgray]x erő
|
||||||
|
bar.regenerationrate = [stat]{0}/mp[lightgray] regenerálási sebesség
|
||||||
|
bar.activationtimer = Aktiválás {0} mp múlva
|
||||||
|
bar.activated = Aktiválva
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processzorvezérelt
|
units.processorcontrol = [lightgray]Processzorvezérelt
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Pontvédelem
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] sebzés
|
bullet.damage = [stat]{0}[lightgray] sebzés
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] mező
|
bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] mező
|
||||||
bullet.incendiary = [stat]gyújtó
|
bullet.incendiary = [stat]gyújtó
|
||||||
bullet.homing = [stat]nyomkövető
|
bullet.homing = [stat]nyomkövető
|
||||||
bullet.armorpierce = [stat]páncéltörő
|
bullet.armorpierce = [stat]páncélátütő
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] páncélgyengítés
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] páncélátütés
|
||||||
|
bullet.antiarmor = [stat]{0} db[lightgray] páncélelhárító lövedék
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték
|
||||||
bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] mező
|
bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] mező
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] csempés EMP-hatókör
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] túlhajtás ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] áramsebzés
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] ellenség áramának túlhajtása ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] egységsebzés
|
||||||
bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek:
|
bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek:
|
||||||
bullet.frags = [stat]{0}[lightgray]db repeszlövedék:
|
bullet.frags = [stat]{0}[lightgray] db repeszlövedék:
|
||||||
bullet.lightning = [stat]{0}[lightgray]db villámcsapás ~[stat]{1}[lightgray] sebzés
|
bullet.lightning = [stat]{0}[lightgray] db villámcsapás ~[stat]{1}[lightgray] sebzés
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] csempénként ~ [stat]{1}[lightgray] csempe hosszan
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés
|
bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés
|
||||||
|
bullet.spawnBullets = [stat]{0} db[lightgray] származékos lövedék:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] pajzssebzés
|
bullet.shielddamage = [stat]{0}%[lightgray] pajzssebzés
|
||||||
bullet.knockback = [stat]{0}[lightgray] hátralökés
|
bullet.knockback = [stat]{0}[lightgray] hátralökés
|
||||||
bullet.pierce = [stat]{0}[lightgray]x átütő erő
|
bullet.pierce = [stat]{0}[lightgray] db páncélátütő lövedék
|
||||||
bullet.infinitepierce = [stat]átütő erő
|
bullet.infinitepierce = [stat]páncélátütő
|
||||||
bullet.healpercent = [stat]{0}%[lightgray] javítás
|
bullet.healpercent = [stat]{0}%[lightgray] javítás
|
||||||
bullet.healamount = [stat]{0}[lightgray] közvetlen javítás
|
bullet.healamount = [stat]{0}[lightgray] közvetlen javítás
|
||||||
bullet.multiplier = [stat]{0}[lightgray] lőszer/nyersanyag
|
bullet.multiplier = [stat]{0}[lightgray] lőszer/nyersanyag
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = folyadékegység/mp
|
|||||||
unit.itemssecond = nyersanyag/mp
|
unit.itemssecond = nyersanyag/mp
|
||||||
unit.liquidunits = folyadékegység
|
unit.liquidunits = folyadékegység
|
||||||
unit.powerunits = áramegység
|
unit.powerunits = áramegység
|
||||||
|
unit.powerequilibrium = áramegyensúly
|
||||||
unit.heatunits = hőegység
|
unit.heatunits = hőegység
|
||||||
unit.degrees = fok
|
unit.degrees = fok
|
||||||
unit.seconds = másodperc
|
unit.seconds = másodperc
|
||||||
@@ -1209,13 +1227,15 @@ unit.perminute = /perc
|
|||||||
unit.timesspeed = x sebesség
|
unit.timesspeed = x sebesség
|
||||||
unit.multiplier = x
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = erőpajzs életereje
|
unit.shieldhealth = pajzs életpontja
|
||||||
unit.items = nyersanyag
|
unit.items = nyersanyag
|
||||||
unit.thousands = k
|
unit.thousands = k
|
||||||
unit.millions = mil
|
unit.millions = mil
|
||||||
unit.billions = Mrd
|
unit.billions = Mrd
|
||||||
unit.shots = lövés
|
unit.shots = lövés
|
||||||
unit.pershot = /lövés
|
unit.pershot = /lövés
|
||||||
|
unit.perleg = /láb
|
||||||
|
unit.perside = /oldal
|
||||||
category.purpose = Rendeltetés
|
category.purpose = Rendeltetés
|
||||||
category.general = Általános
|
category.general = Általános
|
||||||
category.power = Áram
|
category.power = Áram
|
||||||
@@ -1234,13 +1254,13 @@ setting.linear.name = Lineáris szűrés
|
|||||||
setting.hints.name = Tanácsok
|
setting.hints.name = Tanácsok
|
||||||
setting.logichints.name = Logikai tanácsok
|
setting.logichints.name = Logikai tanácsok
|
||||||
setting.backgroundpause.name = Szüneteltetés a háttérben
|
setting.backgroundpause.name = Szüneteltetés a háttérben
|
||||||
setting.buildautopause.name = Automatikus szünet építéskor
|
setting.buildautopause.name = Automatikus szüneteltetés építéskor
|
||||||
setting.doubletapmine.name = Bányászás dupla kattintással/koppintással
|
setting.doubletapmine.name = Bányászás dupla kattintással/koppintással
|
||||||
setting.commandmodehold.name = Nyomva tartás a parancsmódhoz
|
setting.commandmodehold.name = Nyomva tartás a parancsmódhoz
|
||||||
setting.distinctcontrolgroups.name = Egységenként legfeljebb egy vezérlőcsoport
|
setting.distinctcontrolgroups.name = Egységenként legfeljebb egy vezérlőcsoport
|
||||||
setting.modcrashdisable.name = Modok letiltása indításkori összeomláskor
|
setting.modcrashdisable.name = Modok letiltása indításkori összeomláskor
|
||||||
setting.animatedwater.name = Animált felületek
|
setting.animatedwater.name = Animált felületek
|
||||||
setting.animatedshields.name = Animált erőpajzsok
|
setting.animatedshields.name = Animált pajzsok
|
||||||
setting.playerindicators.name = Játékosjelzők
|
setting.playerindicators.name = Játékosjelzők
|
||||||
setting.indicators.name = Ellenségjelzők
|
setting.indicators.name = Ellenségjelzők
|
||||||
setting.autotarget.name = Automatikus célzás
|
setting.autotarget.name = Automatikus célzás
|
||||||
@@ -1301,8 +1321,8 @@ setting.macnotch.name = A felület igazítása a kijelző bevágásához
|
|||||||
setting.macnotch.description = A változtatások érvénybe lépéséhez újraindítás szükséges
|
setting.macnotch.description = A változtatások érvénybe lépéséhez újraindítás szükséges
|
||||||
steam.friendsonly = Csak barátok
|
steam.friendsonly = Csak barátok
|
||||||
steam.friendsonly.tooltip = Független attól, hogy csak a Steam-barátok tudnak-e kapcsolódni a játékodhoz.\nHa nem jelölöd be ezt a négyzetet, a játékod nyilvános lesz – bárki kapcsolódhat hozzá.
|
steam.friendsonly.tooltip = Független attól, hogy csak a Steam-barátok tudnak-e kapcsolódni a játékodhoz.\nHa nem jelölöd be ezt a négyzetet, a játékod nyilvános lesz – bárki kapcsolódhat hozzá.
|
||||||
setting.maxmagnificationmultiplierpercent.name = Minimális kameratávolság
|
setting.maxmagnificationmultiplierpercent.name = Legkisebb kameratávolság
|
||||||
setting.minmagnificationmultiplierpercent.name = Maximális kameratávolság
|
setting.minmagnificationmultiplierpercent.name = Legnagyobb kameratávolság
|
||||||
setting.minmagnificationmultiplierpercent.description = A magas értékek teljesítményproblémákat okozhatnak.
|
setting.minmagnificationmultiplierpercent.description = A magas értékek teljesítményproblémákat okozhatnak.
|
||||||
public.beta = Ne feledd, hogy a játék béta verziójában nem tudsz nyilvános szobát nyitni.
|
public.beta = Ne feledd, hogy a játék béta verziójában nem tudsz nyilvános szobát nyitni.
|
||||||
uiscale.reset = A felület mérete megváltozott.\nAz „OK” gombbal megerősítheted ezt a méretet.\n[scarlet]Automatikus visszavonás és kilépés [accent] {0}[] másodperc múlva…
|
uiscale.reset = A felület mérete megváltozott.\nAz „OK” gombbal megerősítheted ezt a méretet.\n[scarlet]Automatikus visszavonás és kilépés [accent] {0}[] másodperc múlva…
|
||||||
@@ -1316,7 +1336,7 @@ category.command.name = Egységparancs
|
|||||||
category.multiplayer.name = Többjátékos
|
category.multiplayer.name = Többjátékos
|
||||||
category.blocks.name = Blokkválasztás
|
category.blocks.name = Blokkválasztás
|
||||||
placement.blockselectkeys = \n[lightgray]Kulcs: [{0},
|
placement.blockselectkeys = \n[lightgray]Kulcs: [{0},
|
||||||
keybind.respawn.name = Újraéledés
|
keybind.respawn.name = Újjáéledés
|
||||||
keybind.control.name = Egység irányítása
|
keybind.control.name = Egység irányítása
|
||||||
keybind.clear_building.name = Épület törlése
|
keybind.clear_building.name = Épület törlése
|
||||||
keybind.press = Nyomj meg egy gombot…
|
keybind.press = Nyomj meg egy gombot…
|
||||||
@@ -1342,7 +1362,7 @@ keybind.unit_stance_ram.name = Egység viselkedése: ütközés
|
|||||||
|
|
||||||
keybind.unit_command_move.name = Egységparancs: mozgás
|
keybind.unit_command_move.name = Egységparancs: mozgás
|
||||||
keybind.unit_command_repair.name = Egységparancs: javítás
|
keybind.unit_command_repair.name = Egységparancs: javítás
|
||||||
keybind.unit_command_rebuild.name = Egységparancs: újraépítés
|
keybind.unit_command_rebuild.name = Egységparancs: újjáépítés
|
||||||
keybind.unit_command_assist.name = Egységparancs: támogatás
|
keybind.unit_command_assist.name = Egységparancs: támogatás
|
||||||
keybind.unit_command_mine.name = Egységparancs: bányászás
|
keybind.unit_command_mine.name = Egységparancs: bányászás
|
||||||
keybind.unit_command_boost.name = Egységparancs: erősítés
|
keybind.unit_command_boost.name = Egységparancs: erősítés
|
||||||
@@ -1352,7 +1372,7 @@ keybind.unit_command_unload_payload.name = Egységparancs: kirakodás
|
|||||||
keybind.unit_command_enter_payload.name = Egységparancs: berakodás
|
keybind.unit_command_enter_payload.name = Egységparancs: berakodás
|
||||||
keybind.unit_command_loop_payload.name = Egységparancs: folyamatos egységelszállítás
|
keybind.unit_command_loop_payload.name = Egységparancs: folyamatos egységelszállítás
|
||||||
|
|
||||||
keybind.rebuild_select.name = Régió újraépítése
|
keybind.rebuild_select.name = Régió újjáépítése
|
||||||
keybind.schematic_select.name = Terület kijelölése
|
keybind.schematic_select.name = Terület kijelölése
|
||||||
keybind.schematic_menu.name = Vázlat menü
|
keybind.schematic_menu.name = Vázlat menü
|
||||||
keybind.schematic_flip_x.name = Vázlat tükrözése vízszintesen
|
keybind.schematic_flip_x.name = Vázlat tükrözése vízszintesen
|
||||||
@@ -1388,7 +1408,7 @@ keybind.dropCargo.name = Rakomány lerakása
|
|||||||
keybind.shoot.name = Lövés
|
keybind.shoot.name = Lövés
|
||||||
keybind.zoom.name = Nagyítás
|
keybind.zoom.name = Nagyítás
|
||||||
keybind.menu.name = Menü
|
keybind.menu.name = Menü
|
||||||
keybind.pause.name = Szünet
|
keybind.pause.name = Szüneteltetés
|
||||||
keybind.skip_wave.name = Hullám kihagyása
|
keybind.skip_wave.name = Hullám kihagyása
|
||||||
keybind.pause_building.name = Építés szüneteltetése/folytatása
|
keybind.pause_building.name = Építés szüneteltetése/folytatása
|
||||||
keybind.minimap.name = Minitérkép
|
keybind.minimap.name = Minitérkép
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Tiltott épületek elrejtése
|
|||||||
rules.infiniteresources = Végtelen nyersanyagforrás
|
rules.infiniteresources = Végtelen nyersanyagforrás
|
||||||
rules.fillitems = Támaszpont feltöltése nyersanyagokkal
|
rules.fillitems = Támaszpont feltöltése nyersanyagokkal
|
||||||
rules.onlydepositcore = Csak a támaszpontokba engedélyezett a nyersanyagok elhelyezése
|
rules.onlydepositcore = Csak a támaszpontokba engedélyezett a nyersanyagok elhelyezése
|
||||||
|
rules.coreunloaders = Támaszpont-kirakodás engedélyezése
|
||||||
|
rules.coreunloaders.info = Ha engedélyezve van, akkor a Serpulo kirakodói nyersanyagokat rakodhatnak ki a támaszpontokból.\nEz a beállítás nem érinti az Erekir kirakodóit.
|
||||||
rules.derelictrepair = Elhagyatott épületek javításának engedélyezése
|
rules.derelictrepair = Elhagyatott épületek javításának engedélyezése
|
||||||
rules.reactorexplosions = Reaktorrobbanások
|
rules.reactorexplosions = Reaktorrobbanások
|
||||||
rules.coreincinerates = Többletnyersanyagok megsemmisítése a támaszpontban
|
rules.coreincinerates = Többletnyersanyagok megsemmisítése a támaszpontban
|
||||||
@@ -1444,38 +1466,47 @@ rules.wavespawnatcores.info = Ha engedélyezve van a támadómódú pályákon,
|
|||||||
rules.attack = Támadómód
|
rules.attack = Támadómód
|
||||||
rules.buildai = Bázisépítő MI
|
rules.buildai = Bázisépítő MI
|
||||||
rules.buildaitier = Építő MI szintje
|
rules.buildaitier = Építő MI szintje
|
||||||
rules.rtsai = RTS MI
|
rules.rtsai = Stratégikus MI
|
||||||
rules.rtsai.campaign = RTS támadó-MI
|
rules.rtsai.campaign = Stratégikusan támadó MI
|
||||||
rules.rtsai.campaign.info = A „támadómódú” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
rules.rtsai.campaign.info = A „támadómódú” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
||||||
rules.rtsminsquadsize = Minimális osztagméret
|
rules.clearsectoronloss = Szektor kiürítése elvesztés esetén
|
||||||
rules.rtsmaxsquadsize = Maximális osztagméret
|
rules.clearsectoronloss.info = A szektor elvesztése esetén az előző elfoglalási kísérlet alatt\na játékos által épített épületek nem lesznek elérhetők.
|
||||||
rules.rtsminattackweight = Minimális támadási súly
|
rules.rtsminsquadsize = Legkisebb osztagméret
|
||||||
|
rules.rtsmaxsquadsize = Legnagyobb osztagméret
|
||||||
|
rules.rtsminattackweight = Legkisebb támadási súly
|
||||||
rules.cleanupdeadteams = Legyőzött csapatok épületeinek törlése (PvP)
|
rules.cleanupdeadteams = Legyőzött csapatok épületeinek törlése (PvP)
|
||||||
rules.corecapture = Támaszpont elfoglalása megsemmisítéskor
|
rules.corecapture = Támaszpont elfoglalása megsemmisítéskor
|
||||||
rules.polygoncoreprotection = Poligonális támaszpontvédelem
|
rules.polygoncoreprotection = Poligonális támaszpontvédelem
|
||||||
rules.placerangecheck = Elhelyezési tartomány ellenőrzése
|
rules.placerangecheck = Elhelyezési tartomány ellenőrzése
|
||||||
|
rules.protectcores = Támaszpontok védelme
|
||||||
|
rules.protectcores.info = Ha le van tiltva, akkor a „Támaszpont körüli tiltott építkezési zóna sugara” beállítás nem vonatkozik erre a csapatra.\nA játékosok nem kerülnek védelem nélküli csapatokba.
|
||||||
|
rules.checkplacement = Elhelyezés ellenőrzése
|
||||||
|
rules.checkplacement.info = Ha le van tiltva, akkor ennek a csapatnak az épületei mellőzve lesznek az elhelyezési tartomány ellenőrzésekor.
|
||||||
rules.enemyCheat = Végtelen ellenséges csapaterőforrások
|
rules.enemyCheat = Végtelen ellenséges csapaterőforrások
|
||||||
rules.blockhealthmultiplier = Épület életpontszorzója
|
rules.blockhealthmultiplier = Épületek életpontszorzója
|
||||||
rules.blockdamagemultiplier = Épület sebzésszorzója
|
rules.blockdamagemultiplier = Épületek sebzésszorzója
|
||||||
rules.unitbuildspeedmultiplier = Egységgyártás sebességének szorzója
|
rules.unitbuildspeedmultiplier = Egységek gyártási sebességszorzója
|
||||||
rules.unitcostmultiplier = Egység költségszorzója
|
rules.unitcostmultiplier = Egységek költségszorzója
|
||||||
rules.unithealthmultiplier = Egység életpontszorzója
|
rules.unithealthmultiplier = Egységek életpontszorzója
|
||||||
rules.unitdamagemultiplier = Egység sebzésszorzója
|
rules.unitdamagemultiplier = Egységek sebzésszorzója
|
||||||
rules.unitcrashdamagemultiplier = Egység ütközési sebzésszorzója
|
rules.unitcrashdamagemultiplier = Egységek ütközési sebzésszorzója
|
||||||
rules.unitminespeedmultiplier = Egység bányászási sebességszorzója
|
rules.unitminespeedmultiplier = Egységek bányászási sebességszorzója
|
||||||
|
rules.logicunitcontrol = Logikai egységvezérlés
|
||||||
|
rules.logicunitbuild = Egységépítő logika
|
||||||
|
rules.logicunitdeconstruct = Egységlebontó logika
|
||||||
rules.solarmultiplier = Napenergia szorzója
|
rules.solarmultiplier = Napenergia szorzója
|
||||||
rules.unitcapvariable = A támaszpontok befolyásolják a gyártható egységek darabszámát
|
rules.unitcapvariable = A támaszpontok befolyásolják a gyártható egységek darabszámát
|
||||||
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt felrobbannak
|
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt robbanjanak fel
|
||||||
rules.unitcap = Alap egységdarabszám
|
rules.unitcap = Alap egységdarabszám
|
||||||
rules.limitarea = Játékterület korlátozása
|
rules.limitarea = Játékterület korlátozása
|
||||||
rules.enemycorebuildradius = Támaszpont körüli tiltott építkezési zóna sugara:[lightgray] (mező)
|
rules.enemycorebuildradius = Támaszpont körüli tiltott építkezési zóna sugara:[lightgray] (mező)
|
||||||
rules.extracorebuildradius = Tiltott építkezési zóna sugarának további mérete:[lightgray] (mező)
|
rules.extracorebuildradius = Tiltott építkezési zóna sugarának további mérete:[lightgray] (mező)
|
||||||
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
|
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
|
||||||
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
|
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
|
||||||
rules.buildcostmultiplier = Építési költség szorzója
|
rules.buildcostmultiplier = Építés költségszorzója
|
||||||
rules.buildspeedmultiplier = Építési sebesség szorzója
|
rules.buildspeedmultiplier = Építés sebességszorzója
|
||||||
rules.deconstructrefundmultiplier = Bontási visszatérítés szorzója
|
rules.deconstructrefundmultiplier = Lebontás visszatérítésszorzója
|
||||||
rules.waitForWaveToEnd = Az ellenség kivárja a korábbi hullám végét
|
rules.waitForWaveToEnd = Az ellenség várja ki a korábbi hullám végét
|
||||||
rules.wavelimit = A pálya érjen véget ennyi hullám után
|
rules.wavelimit = A pálya érjen véget ennyi hullám után
|
||||||
rules.dropzoneradius = A ledobási zóna sugara:[lightgray] (mező)
|
rules.dropzoneradius = A ledobási zóna sugara:[lightgray] (mező)
|
||||||
rules.unitammo = Az egységeknek lőszer kell [red](eltávolítható)
|
rules.unitammo = Az egységeknek lőszer kell [red](eltávolítható)
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = A hullámokban érkező egységek a támaszpont vagy a
|
|||||||
rules.placerangecheck.info = Megakadályozza, hogy a játékosok lövegtornyokat helyezzenek el az ellenséges épületek közelében.\nAmikor megpróbálnak egy lövegtornyot elhelyezni, az építési távolság megnő, így a lövegtorony nem fogja elérni az ellenséget.
|
rules.placerangecheck.info = Megakadályozza, hogy a játékosok lövegtornyokat helyezzenek el az ellenséges épületek közelében.\nAmikor megpróbálnak egy lövegtornyot elhelyezni, az építési távolság megnő, így a lövegtorony nem fogja elérni az ellenséget.
|
||||||
rules.onlydepositcore.info = Megakadályozza, hogy az egységek nyersanyagokat helyezzenek el a támaszponton kívül más épületekbe.
|
rules.onlydepositcore.info = Megakadályozza, hogy az egységek nyersanyagokat helyezzenek el a támaszponton kívül más épületekbe.
|
||||||
|
|
||||||
content.item.name = Nyersanyagok
|
database-category.item = Nyersanyagok
|
||||||
content.liquid.name = Folyadékok
|
database-category.liquid = Folyadékok
|
||||||
content.unit.name = Egységek
|
database-category.unit = Egységek
|
||||||
content.block.name = Blokkok
|
database-category.block = Blokkok
|
||||||
content.status.name = Állapothatások
|
database-category.status = Állapothatások
|
||||||
content.sector.name = Szektorok
|
database-category.sector = Szektorok
|
||||||
content.team.name = Csapatok
|
database-category.team = Csapatok
|
||||||
|
|
||||||
|
database-tag.turret = Lövegtorony
|
||||||
|
database-tag.production = Kitermelő
|
||||||
|
database-tag.distribution = Nyersanyagellátó
|
||||||
|
database-tag.liquid = Folyadékellátó
|
||||||
|
database-tag.power = Áramtermelő
|
||||||
|
database-tag.defense = Védelmi célú
|
||||||
|
database-tag.crafting = Nyersanyaggyártó
|
||||||
|
database-tag.units = Egységgyártó
|
||||||
|
database-tag.effect = Fenntartó
|
||||||
|
database-tag.logic = Logikai
|
||||||
|
database-tag.unit-air = Légi
|
||||||
|
database-tag.unit-naval = Vízi
|
||||||
|
database-tag.unit-ground = Szárazföldi
|
||||||
|
|
||||||
wallore = (Fal)
|
wallore = (Fal)
|
||||||
|
|
||||||
@@ -1670,7 +1715,7 @@ 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
|
||||||
@@ -1823,14 +1868,14 @@ block.impulse-pump.name = Impulzusszivattyú
|
|||||||
block.thermal-generator.name = Hőerőmű
|
block.thermal-generator.name = Hőerőmű
|
||||||
block.surge-smelter.name = Elektrometál-olvasztó
|
block.surge-smelter.name = Elektrometál-olvasztó
|
||||||
block.mender.name = Foltozó
|
block.mender.name = Foltozó
|
||||||
block.mend-projector.name = Foltozókivetítő
|
block.mend-projector.name = Foltozó vetítő
|
||||||
block.surge-wall.name = Elektrometálfal
|
block.surge-wall.name = Elektrometálfal
|
||||||
block.surge-wall-large.name = Nagy elektrometálfal
|
block.surge-wall-large.name = Nagy elektrometálfal
|
||||||
block.cyclone.name = Cyclone
|
block.cyclone.name = Cyclone
|
||||||
block.fuse.name = Fuse
|
block.fuse.name = Fuse
|
||||||
block.shock-mine.name = Sokkoló taposóakna
|
block.shock-mine.name = Sokkoló taposóakna
|
||||||
block.overdrive-projector.name = Túlhajtókivetítő
|
block.overdrive-projector.name = Túlhajtó vetítő
|
||||||
block.force-projector.name = Erőpajzs-kivetítő
|
block.force-projector.name = Erőtérvetítő
|
||||||
block.arc.name = Arc
|
block.arc.name = Arc
|
||||||
block.rtg-generator.name = R. T. Generátor
|
block.rtg-generator.name = R. T. Generátor
|
||||||
block.spectre.name = Spectre
|
block.spectre.name = Spectre
|
||||||
@@ -1851,9 +1896,9 @@ block.exponential-reconstructor.name = Exponenciális újratervező
|
|||||||
block.tetrative-reconstructor.name = Tetratív újratervező
|
block.tetrative-reconstructor.name = Tetratív újratervező
|
||||||
block.payload-conveyor.name = Rakományszállító-szalag
|
block.payload-conveyor.name = Rakományszállító-szalag
|
||||||
block.payload-router.name = Rakományelosztó
|
block.payload-router.name = Rakományelosztó
|
||||||
block.duct.name = Szállítószalag
|
block.duct.name = Szállítócsatorna
|
||||||
block.duct-router.name = Szállítószalag-elosztó
|
block.duct-router.name = Szállítócsatorna-elosztó
|
||||||
block.duct-bridge.name = Szállítószalaghíd
|
block.duct-bridge.name = Szállítócsatorna-híd
|
||||||
block.large-payload-mass-driver.name = Nagy rakomány-tömegmozgató
|
block.large-payload-mass-driver.name = Nagy rakomány-tömegmozgató
|
||||||
block.payload-void.name = Rakománynyelő
|
block.payload-void.name = Rakománynyelő
|
||||||
block.payload-source.name = Rakományforrás
|
block.payload-source.name = Rakományforrás
|
||||||
@@ -1876,7 +1921,7 @@ block.heat-source.description = Nagy hőmennyiséget bocsát ki. Csak homokozó
|
|||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.empty.name = Üres
|
block.empty.name = Üres
|
||||||
block.rhyolite-crater.name = Riolit kráter
|
block.rhyolite-crater.name = Riolitkráter
|
||||||
block.rough-rhyolite.name = Durva riolit
|
block.rough-rhyolite.name = Durva riolit
|
||||||
block.regolith.name = Regolit
|
block.regolith.name = Regolit
|
||||||
block.yellow-stone.name = Sárga kő
|
block.yellow-stone.name = Sárga kő
|
||||||
@@ -1945,7 +1990,7 @@ block.slag-incinerator.name = Salakos égetőkamra
|
|||||||
block.carbide-crucible.name = Karbidolvasztó
|
block.carbide-crucible.name = Karbidolvasztó
|
||||||
block.slag-centrifuge.name = Salakcentrifuga
|
block.slag-centrifuge.name = Salakcentrifuga
|
||||||
block.surge-crucible.name = Elektrometál-olvasztó
|
block.surge-crucible.name = Elektrometál-olvasztó
|
||||||
block.cyanogen-synthesizer.name = Dicián
|
block.cyanogen-synthesizer.name = Diciánszintetizáló
|
||||||
block.phase-synthesizer.name = Tóritkvarc-szintetizáló
|
block.phase-synthesizer.name = Tóritkvarc-szintetizáló
|
||||||
block.heat-reactor.name = Hőerőmű
|
block.heat-reactor.name = Hőerőmű
|
||||||
block.beryllium-wall.name = Berilliumfal
|
block.beryllium-wall.name = Berilliumfal
|
||||||
@@ -1960,18 +2005,18 @@ block.reinforced-surge-wall-large.name = Nagy megerősített elektrometálfal
|
|||||||
block.shielded-wall.name = Pajzzsal védett fal
|
block.shielded-wall.name = Pajzzsal védett fal
|
||||||
block.radar.name = Radar
|
block.radar.name = Radar
|
||||||
block.build-tower.name = Építőtorony
|
block.build-tower.name = Építőtorony
|
||||||
block.regen-projector.name = Regenerálókivetítő
|
block.regen-projector.name = Regeneráló vetítő
|
||||||
block.shockwave-tower.name = Sokkhullámtorony
|
block.shockwave-tower.name = Sokkhullámtorony
|
||||||
block.shield-projector.name = Erőpajzs-kivetítő
|
block.shield-projector.name = Pajzsvetítő
|
||||||
block.large-shield-projector.name = Nagy erőpajzs-kivetítő
|
block.large-shield-projector.name = Nagy Pajzsvetítő
|
||||||
block.armored-duct.name = Páncélozott szállítószalag
|
block.armored-duct.name = Páncélozott szállítócsatorna
|
||||||
block.overflow-duct.name = Túlcsorduló kapu
|
block.overflow-duct.name = Túlcsorduló szállítócsatorna
|
||||||
block.underflow-duct.name = Alulcsorduló kapu
|
block.underflow-duct.name = Alulcsorduló szállítócsatorna
|
||||||
block.duct-unloader.name = Szállítószalag-kirakodó
|
block.duct-unloader.name = Kirakodó szállítócsatorna
|
||||||
block.surge-conveyor.name = Elektrometál szállítószalag
|
block.surge-conveyor.name = Elektrometál szállítószalag
|
||||||
block.surge-router.name = Elektrometál-elosztó
|
block.surge-router.name = Elektrometál-elosztó
|
||||||
block.unit-cargo-loader.name = Rakományberakodó-pont
|
block.unit-cargo-loader.name = Rakományberakodó pont
|
||||||
block.unit-cargo-unload-point.name = Rakománykirakodó-pont
|
block.unit-cargo-unload-point.name = Rakománykirakodó pont
|
||||||
block.reinforced-pump.name = Megerősített szivattyú
|
block.reinforced-pump.name = Megerősített szivattyú
|
||||||
block.reinforced-conduit.name = Megerősített csővezeték
|
block.reinforced-conduit.name = Megerősített csővezeték
|
||||||
block.reinforced-liquid-junction.name = Megerősített folyadékátkötés
|
block.reinforced-liquid-junction.name = Megerősített folyadékátkötés
|
||||||
@@ -2051,8 +2096,8 @@ hint.desktopMove = Használd a [accent][[WASD][] gombokat a mozgáshoz.
|
|||||||
hint.zoom = [accent]Görgess[] a nagyításhoz és kicsinyítéshez.
|
hint.zoom = [accent]Görgess[] a nagyításhoz és kicsinyítéshez.
|
||||||
hint.desktopShoot = Használd a [accent]bal egérgombot[] a lövéshez.
|
hint.desktopShoot = Használd a [accent]bal egérgombot[] a lövéshez.
|
||||||
hint.depositItems = A nyersanyagokat húzással helyezheted át a drónból a támaszpontba.
|
hint.depositItems = A nyersanyagokat húzással helyezheted át a drónból a támaszpontba.
|
||||||
hint.respawn = Ahhoz, hogy drónként újraéledj, nyomd meg a [accent][[V][] gombot.
|
hint.respawn = Ahhoz, hogy drónként újjáéledj, nyomd meg a [accent][[V][] gombot.
|
||||||
hint.respawn.mobile = Átvetted az irányítást egy egység vagy épület felett. Ahhoz, hogy drónként újraéledj, [accent]koppints a profilképre a bal felső sarokban.[]
|
hint.respawn.mobile = Átvetted az irányítást egy egység vagy épület felett. Ahhoz, hogy drónként újjáéledj, [accent]koppints a profilképre a bal felső sarokban.[]
|
||||||
hint.desktopPause = Nyomd meg a [accent][[szóközt][] a játék szüneteltetéséhez vagy folytatásához.
|
hint.desktopPause = Nyomd meg a [accent][[szóközt][] a játék szüneteltetéséhez vagy folytatásához.
|
||||||
hint.breaking = [accent]Jobb egérgombbal[] és húzással lebonthatod a blokkokat.
|
hint.breaking = [accent]Jobb egérgombbal[] és húzással lebonthatod a blokkokat.
|
||||||
hint.breaking.mobile = Használd a jobb alsó sarokban lévő :hammer: [accent]kalapács[] gombot a blokkok törléséhez.\n\nTartsd nyomva az ujjad és húzd, hogy nagyobb területet tudj kijelölni.
|
hint.breaking.mobile = Használd a jobb alsó sarokban lévő :hammer: [accent]kalapács[] gombot a blokkok törléséhez.\n\nTartsd nyomva az ujjad és húzd, hogy nagyobb területet tudj kijelölni.
|
||||||
@@ -2067,8 +2112,8 @@ hint.unitSelectControl.mobile = Az egységek irányításához lépj be a [accen
|
|||||||
hint.launch = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot a következő szektorba, úgy, hogy megnyitod a \ue827 [accent]bolygótérképet[] a jobb alsó sarokban, és átforgatod az új helyszínre.
|
hint.launch = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot a következő szektorba, úgy, hogy megnyitod a \ue827 [accent]bolygótérképet[] a jobb alsó sarokban, és átforgatod az új helyszínre.
|
||||||
hint.launch.mobile = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot egy közeli szektorba, úgy, hogy kiválasztasz egy szektort a :menu: [accent]menüben[] a \ue827 [accent]bolygótérképről[].
|
hint.launch.mobile = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot egy közeli szektorba, úgy, hogy kiválasztasz egy szektort a :menu: [accent]menüben[] a \ue827 [accent]bolygótérképről[].
|
||||||
hint.schematicSelect = Tartsd nyomva az [accent][[F][] gombot több épület kijelöléséhez és másolásához.\n\n[accent][[Középső kattintással][] egy adott blokktípus másolható.
|
hint.schematicSelect = Tartsd nyomva az [accent][[F][] gombot több épület kijelöléséhez és másolásához.\n\n[accent][[Középső kattintással][] egy adott blokktípus másolható.
|
||||||
hint.rebuildSelect = Tartsd nyomva a [accent][[B][] gombot, majd húzással jelöld ki a megsemmisített blokkterveket.\nEz automatikusan újraépíti őket.
|
hint.rebuildSelect = Tartsd nyomva a [accent][[B][] gombot, majd húzással jelöld ki a megsemmisített blokkterveket.\nEz automatikusan újjáépíti őket.
|
||||||
hint.rebuildSelect.mobile = Válaszd a :copy: másolás gombot, majd koppints az :wrench: újraépítés gombra, és húzd a megsemmisült blokktervek kijelöléséhez.\nEz automatikusan újraépíti őket.
|
hint.rebuildSelect.mobile = Válaszd a :copy: másolás gombot, majd koppints az :wrench: újjáépítés gombra, és húzd a megsemmisült blokktervek kijelöléséhez.\nEz automatikusan újjáépíti őket.
|
||||||
hint.conveyorPathfind = Tartsd nyomva a [accent][[bal ctrl][] gombot a szállítószalagok lerakásakor, hogy a játék útvonalat állítson elő.
|
hint.conveyorPathfind = Tartsd nyomva a [accent][[bal ctrl][] gombot a szállítószalagok lerakásakor, hogy a játék útvonalat állítson elő.
|
||||||
hint.conveyorPathfind.mobile = Engedélyezd az :diagonal: [accent]átlós módot[], és tegyél le egyszerre több szállítószalagot, hogy a játék útvonalat állítson elő.
|
hint.conveyorPathfind.mobile = Engedélyezd az :diagonal: [accent]átlós módot[], és tegyél le egyszerre több szállítószalagot, hogy a játék útvonalat állítson elő.
|
||||||
hint.boost = Tartsd nyomva a [accent][[bal shift][] gombot, hogy átrepülj az akadályok felett.\n\nErre csak néhány földi egység képes.
|
hint.boost = Tartsd nyomva a [accent][[bal shift][] gombot, hogy átrepülj az akadályok felett.\n\nErre csak néhány földi egység képes.
|
||||||
@@ -2080,10 +2125,11 @@ hint.waveFire = A vizet lőszerként használó [accent]Wave[] lövegtornyok aut
|
|||||||
hint.generator = Az :combustion-generator: [accent]égetőerőmű[] szenet éget, és áramot ad át a vele érintkező épületeknek.\n\nAz áramszállítás távolsága további \uf87f [accent]villanyoszlopokkal[] növelhető.
|
hint.generator = Az :combustion-generator: [accent]égetőerőmű[] szenet éget, és áramot ad át a vele érintkező épületeknek.\n\nAz áramszállítás távolsága további \uf87f [accent]villanyoszlopokkal[] növelhető.
|
||||||
hint.guardian = Az [accent]őrzők[] páncélozottak. A gyenge lövedékek, mint a [accent]réz[] vagy az [accent]ólom[] [scarlet]nem hatásosak[] az Őrző páncéljával szemben.\n\nHasználj magasabb szintű lövegtornyokat, vagy juttass :graphite: [accent]grafitot[] a :duo: Duo / \uf859 Salvo lövegtornyokba, hogy leszedd az őrzőket.
|
hint.guardian = Az [accent]őrzők[] páncélozottak. A gyenge lövedékek, mint a [accent]réz[] vagy az [accent]ólom[] [scarlet]nem hatásosak[] az Őrző páncéljával szemben.\n\nHasználj magasabb szintű lövegtornyokat, vagy juttass :graphite: [accent]grafitot[] a :duo: Duo / \uf859 Salvo lövegtornyokba, hogy leszedd az őrzőket.
|
||||||
hint.coreUpgrade = A támaszpont úgy fejleszthető, hogy [accent]magasabb szintű támaszpontot teszel rá[].\n\nHelyezz egy :core-foundation: [accent]alapítvány[] támaszpontot a \uf869 [accent]szilánk[] támaszpontra. Figyelj rá, hogy ne legyenek az új támaszpont területén épületek.
|
hint.coreUpgrade = A támaszpont úgy fejleszthető, hogy [accent]magasabb szintű támaszpontot teszel rá[].\n\nHelyezz egy :core-foundation: [accent]alapítvány[] támaszpontot a \uf869 [accent]szilánk[] támaszpontra. Figyelj rá, hogy ne legyenek az új támaszpont területén épületek.
|
||||||
|
hint.serpuloCoreZone = A :core-zone: [accent]támaszpontzónákra[] további :core-shard: [accent]szilánk[] támaszpontok is építhetők.
|
||||||
hint.cannotUpgrade = Egy [red]:tree:[] ikon azt jelzi a raktérrel rendelkező egységek felett, hogy a továbbfejlesztett verziójuk még nem lett kifejlesztve.\n\nAz egységek fejlesztéseit a [accent]:tree: technológiafán[] kell elvégezni, mielőtt azok az újratervezőkben előállíthatók lennének.
|
hint.cannotUpgrade = Egy [red]:tree:[] ikon azt jelzi a raktérrel rendelkező egységek felett, hogy a továbbfejlesztett verziójuk még nem lett kifejlesztve.\n\nAz egységek fejlesztéseit a [accent]:tree: technológiafán[] kell elvégezni, mielőtt azok az újratervezőkben előállíthatók lennének.
|
||||||
hint.presetLaunch = A szürke [accent]landolási zónát tartalmazó szektorokba[], amilyen például a [accent]Fagyott erdő[], bárhonnan kilőhetsz. Nem szükséges hozzá szomszédos területet elfoglalnod.\n\nA [accent]számozott szektorokat[], mint ez is, a játékmenet szempontjából [accent]nem fontos[] elfoglalni.
|
hint.presetLaunch = A szürke [accent]landolási zónát tartalmazó szektorokba[], amilyen például a [accent]Fagyott erdő[], bárhonnan kilőhetsz. Nem szükséges hozzá szomszédos területet elfoglalnod.\n\nA [accent]számozott szektorokat[], mint ez is, a játékmenet szempontjából [accent]nem fontos[] elfoglalni.
|
||||||
hint.presetDifficulty = Ebben a szektorban [scarlet]magas az ellenséges fenyegetettségi szint[].\nAz ilyen szektorokba való indulás [accent]nem ajánlott[] megfelelő technológia és felkészülés nélkül.
|
hint.presetDifficulty = Ebben a szektorban [scarlet]magas az ellenséges fenyegetettségi szint[].\nAz ilyen szektorokba való indulás [accent]nem ajánlott[] megfelelő technológia és felkészülés nélkül.
|
||||||
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a maximumot, a beérkező további nyersanyagok azonnal [accent]megsemmisítésre kerülnek[].
|
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a megengedett legnagyobb mennyiséget, a beérkező további nyersanyagok azonnal [accent]megsemmisítésre kerülnek[].
|
||||||
hint.factoryControl = Egy egységgyár [accent]kimeneti célpontjának[] beállításához kattints parancsmódban egy gyárépületre, majd kattints jobb egérgombbal egy helyre.\nAz előállított egységek automatikusan odamennek.
|
hint.factoryControl = Egy egységgyár [accent]kimeneti célpontjának[] beállításához kattints parancsmódban egy gyárépületre, majd kattints jobb egérgombbal egy helyre.\nAz előállított egységek automatikusan odamennek.
|
||||||
hint.factoryControl.mobile = Egy egységgyár [accent]kimeneti célpontjának[] beállításához koppints parancsmódban egy gyárépületre, majd koppints egy helyre.\nAz előállított egységek automatikusan odamennek.
|
hint.factoryControl.mobile = Egy egységgyár [accent]kimeneti célpontjának[] beállításához koppints parancsmódban egy gyárépületre, majd koppints egy helyre.\nAz előállított egységek automatikusan odamennek.
|
||||||
|
|
||||||
@@ -2108,13 +2154,41 @@ gz.zone2 = Bármi, ami a hatósugarában épült, elpusztul, amikor egy hullám
|
|||||||
gz.zone3 = Egy hullám most kezdődik.\nKészülj fel.
|
gz.zone3 = Egy hullám most kezdődik.\nKészülj fel.
|
||||||
gz.finish = Építs több lövegtornyot, bányássz több nyersanyagot,\nés védekezz az ellenséges hullámok ellen, hogy [accent]elfoglald a szektort[].
|
gz.finish = Építs több lövegtornyot, bányássz több nyersanyagot,\nés védekezz az ellenséges hullámok ellen, hogy [accent]elfoglald a szektort[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Használj [accent]egységeket[] az épületek védelmére és az ellenség megtámadására.\nFejleszd ki és helyezz el egy :ground-factory: [accent]földiegységgyárat[].
|
||||||
|
fungalpass.tutorial2 = Válaszd ki a :dagger: [accent]Dagger[] egységeket a gyárban.\nGyárts 3 db egységet.
|
||||||
|
|
||||||
|
frontier.tutorial1 = Az :additive-reconstructor: [accent]additív újratervező[]\naz 1. szintű egységeket 2. szintűvé fejleszti\n:silicon: szilícium és :graphite: grafit felhasználásával.\n\n[accent]Fejleszd ki és alakíts át\negy []:dagger:[accent] Dagger egységet []:mace:[accent] Mace[] egységgé.
|
||||||
|
frontier.tutorial2 = Az ellenséges hullámok [accent]végtelenül[] érkeznek, amíg minden ellenséges támaszpont meg nem [unlaunched]semmisül.
|
||||||
|
frontier.tutorial3 = [accent]Támadd meg gyorsan az ellenséges bázist, hogy megelőzd a hullámok túl magasra szökését[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Először pusztítsd el a 2 ellenséges [accent]alapítvány-támaszpontot[].\n[accent]Szerezz hozzáférést a tóriumhoz[].
|
||||||
|
atolls.mega1 = Lépj be a [accent]parancsmódba[], és válaszd ki a :mega:[accent]Mega[] egységeket.
|
||||||
|
atolls.mega2 = Válaszd ki az \ue87b [accent]egységek felvétele[] parancsot, hogy a Mega egységek felvehessék a földi egységeket.
|
||||||
|
atolls.mega3 = Mozgasd a Mega egységeket a földi egységek [accent]fölé[] a felvételhez.
|
||||||
|
atolls.mega4 = [accent]Rakodd ki itt a földi egységeket a támadáshoz.
|
||||||
|
atolls.mega5 = Válaszd ki a \ue879 [accent]kirakodás a raktérből[] parancsot, hogy a Mega egységek kirakodják a szállított egységeket.
|
||||||
|
atolls.mega6 = Az egységek [accent]automatikusan ki lesznek rakodva[], amíg a \ue879 kirakodás a raktérből parancs ki van választva.
|
||||||
|
atolls.mega7 = A Mega egységek [accent]nem fogják[] kirakodni a földi egységeket, amíg falak vagy mély víz felett vannak.
|
||||||
|
atolls.mega8 = [accent]Rakodd ki itt a vízi egységeket a támadáshoz.[]
|
||||||
|
atolls.attack1 = 1: Rakodd ki itt a földi egységeket, hogy erről a pontról támadhass.
|
||||||
|
atolls.attack2 = 2: Alternatív megoldásként rakodd ki itt a vízi egységeket egy meglepetésszerű támadáshoz.
|
||||||
|
atolls.carry1 = A földi egységek szállításához :mega:[accent]Mega[] egységekre van szükség.
|
||||||
|
atolls.carry2 = 1: Utasítsd a Mega egységeket, hogy [accent]repüljenek[] a földi egységek fölé.
|
||||||
|
atolls.carry3 = 2: Válaszd ki az \ue87b [accent]egységek felvétele[] parancsot a földi egységek felvételéhez.
|
||||||
|
atolls.carry4 = 3: Irányítsd és mozgasd az [accent]egységekkel megrakott[] Mega szállítókat.
|
||||||
|
atolls.carry5 = 4: Válaszd ki a \ue879 [accent]kirakodás a raktérből[] parancsot, hogy a Megák kirakodják a földi egységeket.
|
||||||
|
atolls.carry6 = Ezeket a lépéseket [accent]itt[] tekintheted át újra.
|
||||||
|
atolls.carry7 = Kövesd ezeket az utasításokat, hogy további egységeket rakodhass ki az ellenséges bázis közelében.
|
||||||
|
atolls.noairunit = Ez a bázis túlságosan jól meg van erősítve ahhoz, hogy légi egységekkel elpusztítsd.
|
||||||
|
atolls.2strategies = Két stratégia létezik a bázis elpusztítására.
|
||||||
|
|
||||||
onset.mine = Kattints bal egérgombbal a :beryllium: [accent]berillium[] kibányászáshoz a falakból.\n\nA mozgáshoz használd a [accent][[WASD] gombokat.
|
onset.mine = Kattints bal egérgombbal a :beryllium: [accent]berillium[] kibányászáshoz a falakból.\n\nA mozgáshoz használd a [accent][[WASD] gombokat.
|
||||||
onset.mine.mobile = Koppints a :beryllium: [accent]berillium[] kibányászáshoz a falakból.
|
onset.mine.mobile = Koppints a :beryllium: [accent]berillium[] kibányászáshoz a falakból.
|
||||||
onset.research = Nyisd meg a :tree: Technológiafát.\nFejleszd ki, és építs egy :turbine-condenser: [accent]kondenzációs turbinát[] a kürtőn.\nEz [accent]áramot[] fog termelni.
|
onset.research = Nyisd meg a :tree: Technológiafát.\nFejleszd ki, és építs egy :turbine-condenser: [accent]kondenzációs turbinát[] a kürtőn.\nEz [accent]áramot[] fog termelni.
|
||||||
onset.bore = Fejleszd ki, és építs egy :plasma-bore: [accent]plazmafúrót[].\nEz automatikusan bányássza ki a nyersanyagokat a falakból.
|
onset.bore = Fejleszd ki, és építs egy :plasma-bore: [accent]plazmafúrót[].\nEz automatikusan bányássza ki a nyersanyagokat a falakból.
|
||||||
onset.power = Ahhoz, hogy [accent]árammal[] lásd el a plazmafúrót, fejleszd ki, és helyezz el egy :beam-node: [accent]sugárcsomópontot[].\nSegítségükkel összekötheted a kondenzációs turbinát a plazmafúróval.
|
onset.power = Ahhoz, hogy [accent]árammal[] lásd el a plazmafúrót, fejleszd ki, és helyezz el egy :beam-node: [accent]sugárcsomópontot[].\nSegítségükkel összekötheted a kondenzációs turbinát a plazmafúróval.
|
||||||
onset.ducts = Fejleszd ki, és építs :duct: [accent]szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\nKattints, és húzd az egeret több szállítószalag elhelyezéséhez.\nHasználd a [accent]görgőt[] a forgatáshoz.
|
onset.ducts = Fejleszd ki, és építs :duct: [accent]szállítócsatornát[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\nTartsd nyomva az egér bal gombját, majd húzd el, hogy több szállítócsatornát helyezhess el.\nHasználd a [accent]görgőt[] a forgatáshoz.
|
||||||
onset.ducts.mobile = Fejleszd ki, és építs :duct: [accent]szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\n\nTartsd nyomva az ujjad, majd húzd el, hogy több szállítószalagot helyezz el.
|
onset.ducts.mobile = Fejleszd ki, és építs :duct: [accent]szállítócsatornát[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\n\nTartsd nyomva az ujjad, majd húzd el, hogy több szállítócsatornát helyezhess el.
|
||||||
onset.moremine = Bővítsd a bányászati kapacitást.\nHelyezz el több plazmavágót, és a támogatásukhoz használj sugárcsomópontokat és szállítószalagokat.\nBányássz 200 berilliumot.
|
onset.moremine = Bővítsd a bányászati kapacitást.\nHelyezz el több plazmavágót, és a támogatásukhoz használj sugárcsomópontokat és szállítószalagokat.\nBányássz 200 berilliumot.
|
||||||
onset.graphite = Az összetettebb épületekhez :graphite: [accent]grafit[] szükséges.\nÉpíts plazmavágókat a grafit kibányászásához.
|
onset.graphite = Az összetettebb épületekhez :graphite: [accent]grafit[] szükséges.\nÉpíts plazmavágókat a grafit kibányászásához.
|
||||||
onset.research2 = Kezdd el a [accent]gyárak[] fejlesztését.\nFejleszd ki a :cliff-crusher: [accent]sziklazúzót[] és a :silicon-arc-furnace: [accent]szilícium-ívkemencét[].
|
onset.research2 = Kezdd el a [accent]gyárak[] fejlesztését.\nFejleszd ki a :cliff-crusher: [accent]sziklazúzót[] és a :silicon-arc-furnace: [accent]szilícium-ívkemencét[].
|
||||||
@@ -2128,7 +2202,7 @@ onset.walls = A [accent]falak[] megakadályozhatják, hogy az épületekben kár
|
|||||||
onset.enemies = Az ellenség közeledik, készülj fel a védekezésre.
|
onset.enemies = Az ellenség közeledik, készülj fel a védekezésre.
|
||||||
onset.defenses = [accent]Állíts fel védelmet:[lightgray] {0}
|
onset.defenses = [accent]Állíts fel védelmet:[lightgray] {0}
|
||||||
onset.attack = Az ellenség most sebezhető. Indíts ellentámadást.
|
onset.attack = Az ellenség most sebezhető. Indíts ellentámadást.
|
||||||
onset.cores = Új támaszpont csak a [accent]támaszpontmezőre[] helyezhető.\nAz új támaszpontok előretolt bázisként működnek, és megosztják a nyersanyagkészletüket más támaszpontokkal.\nHelyezz el egy :core-bastion: bástya támaszpontot.
|
onset.cores = Új támaszpont csak a [accent]támaszpontzónára[] helyezhető.\nAz új támaszpontok előretolt bázisként működnek, és megosztják a nyersanyagkészletüket más támaszpontokkal.\nHelyezz el egy :core-bastion: bástya támaszpontot.
|
||||||
onset.detect = Az ellenség 2 percen belül észrevesz téged.\nÁllíts fel védelmet, bányászatot és termelést.
|
onset.detect = Az ellenség 2 percen belül észrevesz téged.\nÁllíts fel védelmet, bányászatot és termelést.
|
||||||
onset.commandmode = Tartsd nyomva a [accent]bal shift[] gombot, hogy belépj a [accent]parancsmódba[].\n[accent]Bal egérgombbal és húzással[] lehet az egységeket kijelölni.\n[accent]Jobb egérgombbal[] az egységek mozgásra vagy támadásra utasíthatók.
|
onset.commandmode = Tartsd nyomva a [accent]bal shift[] gombot, hogy belépj a [accent]parancsmódba[].\n[accent]Bal egérgombbal és húzással[] lehet az egységeket kijelölni.\n[accent]Jobb egérgombbal[] az egységek mozgásra vagy támadásra utasíthatók.
|
||||||
onset.commandmode.mobile = Nyomd meg a [accent]parancs gombot[], hogy belépj a [accent]parancsmódba[].\nTartsd nyomva az ujjad, majd [accent]húzd[] az egységek kiválasztásához.\n[accent]Koppintással[] az egységek mozgásra vagy támadásra utasíthatók.
|
onset.commandmode.mobile = Nyomd meg a [accent]parancs gombot[], hogy belépj a [accent]parancsmódba[].\nTartsd nyomva az ujjad, majd [accent]húzd[] az egységek kiválasztásához.\n[accent]Koppintással[] az egységek mozgásra vagy támadásra utasíthatók.
|
||||||
@@ -2136,7 +2210,7 @@ aegis.tungsten = Volfrámot [accent]ütvefúróval[] lehet bányászni.\nEnnek a
|
|||||||
|
|
||||||
split.pickup = Egyes blokkok a támaszpont drónjával is felvehetők.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvétel és lerakás alapértelmezett gombjai: [[ és ].)
|
split.pickup = Egyes blokkok a támaszpont drónjával is felvehetők.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvétel és lerakás alapértelmezett gombjai: [[ és ].)
|
||||||
split.pickup.mobile = Egyes blokkok a támaszpont drónjával is felvehetők.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvételhez és lerakáshoz nyomd meg hosszan.)
|
split.pickup.mobile = Egyes blokkok a támaszpont drónjával is felvehetők.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvételhez és lerakáshoz nyomd meg hosszan.)
|
||||||
split.acquire = Az egységek építéséhez volfrámot kell szerezned.
|
split.acquire = Szerezz volfrámot az egységek gyártásához.
|
||||||
split.build = Az egységeket a fal másik oldalára kell eljuttatni.\nÉpíts két [accent]rakomány-tömegmozgatót[], egyet-egyet a fal mindkét oldalán.\nÁllítsd be a szállítási kapcsolatukat úgy, hogy kiválasztod az egyiket, majd kiválasztod a másikat.
|
split.build = Az egységeket a fal másik oldalára kell eljuttatni.\nÉpíts két [accent]rakomány-tömegmozgatót[], egyet-egyet a fal mindkét oldalán.\nÁllítsd be a szállítási kapcsolatukat úgy, hogy kiválasztod az egyiket, majd kiválasztod a másikat.
|
||||||
split.container = A konténerekhez hasonlóan, az egységek is szállíthatók a [accent]rakomány-tömegmozgatóval[].\nÉpíts egy egységgyárat egy tömegmozgató mellé, hogy feltöltsd őket, majd küldd át őket a falon, hogy megtámadják az ellenséges bázist.
|
split.container = A konténerekhez hasonlóan, az egységek is szállíthatók a [accent]rakomány-tömegmozgatóval[].\nÉpíts egy egységgyárat egy tömegmozgató mellé, hogy feltöltsd őket, majd küldd át őket a falon, hogy megtámadják az ellenséges bázist.
|
||||||
|
|
||||||
@@ -2233,7 +2307,7 @@ block.door-large.description = Nyitható és zárható fal.
|
|||||||
block.mender.description = Időnként javítja a közeli épületeket.\nSzilíciummal növelhető a hatósugara és a hatásfoka.
|
block.mender.description = Időnként javítja a közeli épületeket.\nSzilíciummal növelhető a hatósugara és a hatásfoka.
|
||||||
block.mend-projector.description = Javítja a közeli épületeket.\nTóritkvarccal növelhető a hatósugara és a hatásfoka.
|
block.mend-projector.description = Javítja a közeli épületeket.\nTóritkvarccal növelhető a hatósugara és a hatásfoka.
|
||||||
block.overdrive-projector.description = Megnöveli a környező épületek termelési sebességét.\nTóritkvarccal növelhető a hatósugara és a hatásfoka.
|
block.overdrive-projector.description = Megnöveli a környező épületek termelési sebességét.\nTóritkvarccal növelhető a hatósugara és a hatásfoka.
|
||||||
block.force-projector.description = Hatszögletű erőpajzsot hoz létre maga körül, amely megvédi a benne lévő épületeket és egységeket a sérüléstől.\nTúlmelegszik, ha túl sok sérülést szenved. Hűtőfolyadék használatával megakadályozható a túlmelegedés. A tóritkvarc megnöveli az erőpajzs méretét.
|
block.force-projector.description = Hatszögletű erőteret hoz létre maga körül, amely megvédi a benne lévő épületeket és egységeket a sérüléstől.\nTúlmelegszik, ha túl sok sérülést szenved. Hűtőfolyadék használatával megakadályozható a túlmelegedés. A tóritkvarc megnöveli az erőtér méretét.
|
||||||
block.shock-mine.description = Elektromos kisülést hoz létre, ha ellenséggel érintkezik.
|
block.shock-mine.description = Elektromos kisülést hoz létre, ha ellenséggel érintkezik.
|
||||||
block.conveyor.description = Nyersanyagokat szállít.
|
block.conveyor.description = Nyersanyagokat szállít.
|
||||||
block.titanium-conveyor.description = Nyersanyagokat szállít. Gyorsabb a sima szállítószalagnál.
|
block.titanium-conveyor.description = Nyersanyagokat szállít. Gyorsabb a sima szállítószalagnál.
|
||||||
@@ -2290,8 +2364,8 @@ block.core-foundation.description = Támaszpont. Jól páncélozott. Több nyers
|
|||||||
block.core-foundation.details = A második modell.
|
block.core-foundation.details = A második modell.
|
||||||
block.core-nucleus.description = Támaszpont. Rendkívül jól páncélozott. Hatalmas mennyiségű nyersanyag tárolására képes.
|
block.core-nucleus.description = Támaszpont. Rendkívül jól páncélozott. Hatalmas mennyiségű nyersanyag tárolására képes.
|
||||||
block.core-nucleus.details = A harmadik, végső modell.
|
block.core-nucleus.details = A harmadik, végső modell.
|
||||||
block.vault.description = Nagy mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
|
block.vault.description = Nagy mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodók segítségével nyerhető ki.
|
||||||
block.container.description = Kis mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
|
block.container.description = Kis mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodók segítségével nyerhető ki.
|
||||||
block.unloader.description = Kirakodja a szomszédos épületekből a kiválasztott nyersanyagot.
|
block.unloader.description = Kirakodja a szomszédos épületekből a kiválasztott nyersanyagot.
|
||||||
block.launch-pad.description = Nyersanyagokat juttat el a kiválasztott szektorokba.
|
block.launch-pad.description = Nyersanyagokat juttat el a kiválasztott szektorokba.
|
||||||
block.advanced-launch-pad.description = Nyersanyagokat juttat el a kiválasztott szektorokba. Egyszerre csak egy nyersanyagtípust fogad el.
|
block.advanced-launch-pad.description = Nyersanyagokat juttat el a kiválasztott szektorokba. Egyszerre csak egy nyersanyagtípust fogad el.
|
||||||
@@ -2311,7 +2385,7 @@ block.ripple.description = Lövedékek csoportjával tüzel nagy távolságra l
|
|||||||
block.cyclone.description = Robbanó lövedékeket lő közeli ellenségekre.
|
block.cyclone.description = Robbanó lövedékeket lő közeli ellenségekre.
|
||||||
block.spectre.description = Nagy lövedékekkel tüzel légi és földi célpontokra.
|
block.spectre.description = Nagy lövedékekkel tüzel légi és földi célpontokra.
|
||||||
block.meltdown.description = Feltöltődés után folyamatos lézersugarat lő a közeli ellenségekre. A működéséhez hűtőfolyadékot igényel.
|
block.meltdown.description = Feltöltődés után folyamatos lézersugarat lő a közeli ellenségekre. A működéséhez hűtőfolyadékot igényel.
|
||||||
block.foreshadow.description = Egy nagy villámot lő ki egy nagy távolságra lévő célpontra. A magasabb maximális életerővel rendelkező ellenségeket részesíti előnyben.
|
block.foreshadow.description = Egy nagy villámot lő ki egy nagy távolságra lévő célpontra. A magasabb maximális életponttal rendelkező ellenségeket részesíti előnyben.
|
||||||
block.repair-point.description = Folyamatosan javítja a hatósugarában lévő legközelebbi sérült egységet.
|
block.repair-point.description = Folyamatosan javítja a hatósugarában lévő legközelebbi sérült egységet.
|
||||||
block.segment.description = Megsemmisíti a beérkező lövedékeket, de a lézerrel szemben hatástalan.
|
block.segment.description = Megsemmisíti a beérkező lövedékeket, de a lézerrel szemben hatástalan.
|
||||||
block.parallax.description = Vonósugarat bocsát ki, amivel magához vonzza, és közben sebzi a légi egységeket.
|
block.parallax.description = Vonósugarat bocsát ki, amivel magához vonzza, és közben sebzi a légi egységeket.
|
||||||
@@ -2374,8 +2448,8 @@ block.plasma-bore.description = Ércfallal szemben elhelyezve, korlátlanul term
|
|||||||
block.large-plasma-bore.description = Egy nagyobb plazmafúró. Képes a volfrám és a tórium bányászatára. Hidrogént igényel és áramot fogyaszt.\nNitrogén felhasználásával növelhető a hatásfoka.
|
block.large-plasma-bore.description = Egy nagyobb plazmafúró. Képes a volfrám és a tórium bányászatára. Hidrogént igényel és áramot fogyaszt.\nNitrogén felhasználásával növelhető a hatásfoka.
|
||||||
block.cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot fogyaszt. A hatásfoka a fal típusától függően változik.
|
block.cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot fogyaszt. A hatásfoka a fal típusától függően változik.
|
||||||
block.large-cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot fogyaszt, és hidrogént igényel. A hatásfoka a fal típusától függően változik, de grafittal növelhető.
|
block.large-cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot fogyaszt, és hidrogént igényel. A hatásfoka a fal típusától függően változik, de grafittal növelhető.
|
||||||
block.impact-drill.description = Ha ércre helyezik, korlátlan ideig, sorozatokban termeli ki a nyersanyagokat. Áramot fogyaszt és vizet igényel.
|
block.impact-drill.description = Ha ércre helyezik, korlátlan ideig, sorozatokban termeli ki a nyersanyagokat. Áramot fogyaszt és vizet igényel.\nÓzon felhasználásával növelhető a hatásfoka.
|
||||||
block.eruption-drill.description = Továbbfejlesztett ütvefúró. Képes tóriumot bányászni. Hidrogént igényel.
|
block.eruption-drill.description = Továbbfejlesztett ütvefúró. Képes tóriumot bányászni. Hidrogént igényel.\nDicián felhasználásával növelhető a hatásfoka.
|
||||||
block.reinforced-conduit.description = Előre szállítja a folyadékokat. Nem fogad nem csővezetékes bemeneteket oldalról.
|
block.reinforced-conduit.description = Előre szállítja a folyadékokat. Nem fogad nem csővezetékes bemeneteket oldalról.
|
||||||
block.reinforced-liquid-router.description = Egyenletesen osztja el a folyadékokat minden oldalra.
|
block.reinforced-liquid-router.description = Egyenletesen osztja el a folyadékokat minden oldalra.
|
||||||
block.reinforced-liquid-tank.description = Nagy mennyiségű folyadékot tárol.
|
block.reinforced-liquid-tank.description = Nagy mennyiségű folyadékot tárol.
|
||||||
@@ -2390,15 +2464,15 @@ block.carbide-wall.description = Megvédi az építményeket az ellenséges löv
|
|||||||
block.carbide-wall-large.description = Megvédi az építményeket az ellenséges lövedékektől.
|
block.carbide-wall-large.description = Megvédi az építményeket az ellenséges lövedékektől.
|
||||||
block.reinforced-surge-wall.description = Megvédi az építményeket az ellenséges lövedékektől, a lövedékekkel való érintkezésekor időszakosan elektromos íveket bocsát ki.
|
block.reinforced-surge-wall.description = Megvédi az építményeket az ellenséges lövedékektől, a lövedékekkel való érintkezésekor időszakosan elektromos íveket bocsát ki.
|
||||||
block.reinforced-surge-wall-large.description = Megvédi az építményeket az ellenséges lövedékektől, a lövedékekkel való érintkezésekor időszakosan elektromos íveket bocsát ki.
|
block.reinforced-surge-wall-large.description = Megvédi az építményeket az ellenséges lövedékektől, a lövedékekkel való érintkezésekor időszakosan elektromos íveket bocsát ki.
|
||||||
block.shielded-wall.description = Megvédi az építményeket az ellenséges lövedékektől. Olyan erőpajzsot képez, amely a legtöbb lövedéket elnyeli, ha az áramellátás biztosítva van. Vezeti az áramot.
|
block.shielded-wall.description = Megvédi az építményeket az ellenséges lövedékektől. Olyan pajzsot képez, amely a legtöbb lövedéket elnyeli, ha az áramellátás biztosítva van. Vezeti az áramot.
|
||||||
block.blast-door.description = Egy fal, amely kinyílik, ha szövetséges földi egységek vannak a közelében. Kézzel nem irányítható.
|
block.blast-door.description = Egy fal, amely kinyílik, ha szövetséges földi egységek vannak a közelében. Kézzel nem irányítható.
|
||||||
block.duct.description = Előre mozgatja a nyersanyagokat. Csak egyetlen nyersanyag tárolására alkalmas.
|
block.duct.description = Előre mozgatja a nyersanyagokat. Csak egyetlen nyersanyag tárolására alkalmas.
|
||||||
block.armored-duct.description = Előre mozgatja a nyersanyagokat. Csak szállítószalagos bemeneteket fogad el oldalról.
|
block.armored-duct.description = Előre mozgatja a nyersanyagokat. Csak szállítócsatornás bemeneteket fogad el oldalról.
|
||||||
block.duct-router.description = A nyersanyagokat egyenlően osztja el három irányba. Csak hátulról fogad el nyersanyagokat. Nyersanyag-válogatóként is beállítható.
|
block.duct-router.description = A nyersanyagokat egyenlően osztja el három irányba. Csak hátulról fogad el nyersanyagokat. Nyersanyag-válogatóként is beállítható.
|
||||||
block.overflow-duct.description = Csak akkor ad ki nyersanyagot oldalra, ha előrefelé már nem tud.
|
block.overflow-duct.description = Csak akkor ad ki nyersanyagot oldalra, ha előrefelé már nem tud.
|
||||||
block.duct-bridge.description = Nyersanyagokat szállít épületek és terepakadályok fölött.
|
block.duct-bridge.description = Nyersanyagokat szállít épületek és terepakadályok fölött.
|
||||||
block.duct-unloader.description = A kiválasztott nyersanyagokat kirakodja a mögötte lévő épületekből. Támaszpontokból nem tud kirakodni.
|
block.duct-unloader.description = A kiválasztott nyersanyagokat kirakodja a mögötte lévő épületekből. Támaszpontokból nem tud kirakodni.
|
||||||
block.underflow-duct.description = A túlcsorduló kapu ellentettje. Csak akkor ad ki nyersanyagot előrefelé, ha oldalra már nem tud.
|
block.underflow-duct.description = A túlcsorduló szállítócsatorna ellentettje. Csak akkor ad ki nyersanyagot előrefelé, ha oldalra már nem tud.
|
||||||
block.reinforced-liquid-junction.description = Csomópontként működik két egymást keresztező csővezeték között.
|
block.reinforced-liquid-junction.description = Csomópontként működik két egymást keresztező csővezeték között.
|
||||||
block.surge-conveyor.description = A nyersanyagokat rakományokban mozgatja. Árammal felgyorsítható. Vezeti az áramot.
|
block.surge-conveyor.description = A nyersanyagokat rakományokban mozgatja. Árammal felgyorsítható. Vezeti az áramot.
|
||||||
block.surge-router.description = Egyenletesen osztja el a nyersanyagokat három irányba az elektrometál szállítószalagról. Árammal felgyorsítható. Vezeti az áramot.
|
block.surge-router.description = Egyenletesen osztja el a nyersanyagokat három irányba az elektrometál szállítószalagról. Árammal felgyorsítható. Vezeti az áramot.
|
||||||
@@ -2444,13 +2518,13 @@ unit.scepter.description = Töltött lövedékek záporát lövi közeli ellens
|
|||||||
unit.reign.description = Méretes átütő erejű lövedékeket zúdít minden közeli ellenségre.
|
unit.reign.description = Méretes átütő erejű lövedékeket zúdít minden közeli ellenségre.
|
||||||
unit.nova.description = Lézerlövedékeket lő ki, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
|
unit.nova.description = Lézerlövedékeket lő ki, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
|
||||||
unit.pulsar.description = Elektromos szikrákat szór, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
|
unit.pulsar.description = Elektromos szikrákat szór, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
|
||||||
unit.quasar.description = Átütő erejű lézersugarakat lő, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas. Erőpajzsa van.
|
unit.quasar.description = Átütő erejű lézersugarakat lő, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas. Pajzsa van.
|
||||||
unit.vela.description = Folyamatos lézernyalábot bocsát ki, amelyek sebzik az ellenséges célpontokat, tüzet okoznak, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
|
unit.vela.description = Folyamatos lézernyalábot bocsát ki, amelyek sebzik az ellenséges célpontokat, tüzet okoznak, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
|
||||||
unit.corvus.description = Hatalmas lézersugarat lő, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Átlépi a legtöbb terepakadályt.
|
unit.corvus.description = Hatalmas lézersugarat lő, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Átlépi a legtöbb terepakadályt.
|
||||||
unit.crawler.description = Az ellenséghez rohan és megsemmisíti önmagát, nagy robbanást okozva.
|
unit.crawler.description = Az ellenséghez rohan és megsemmisíti önmagát, nagy robbanást okozva.
|
||||||
unit.atrax.description = Bénító salakgolyókat lő a földi célpontokra. A legtöbb terepakadályt átlépi.
|
unit.atrax.description = Bénító salakgolyókat lő a földi célpontokra. A legtöbb terepakadályt átlépi.
|
||||||
unit.spiroct.description = Lézersugarakkal elszívja az ellenséges célpontok életerejét, miközben javítja önmagát. A legtöbb terepakadályt átlépi.
|
unit.spiroct.description = Lézersugarakkal elszívja az ellenséges célpontok életpontját, miközben javítja önmagát. A legtöbb terepakadályt átlépi.
|
||||||
unit.arkyid.description = Nagy lézersugarakkal elszívja az ellenséges célpontok életerejét, miközben javítja önmagát. A legtöbb terepakadályt átlépi.
|
unit.arkyid.description = Nagy lézersugarakkal elszívja az ellenséges célpontok életpontját, miközben javítja önmagát. A legtöbb terepakadályt átlépi.
|
||||||
unit.toxopid.description = Kazettás elektromos bombákat és átütő erejű lézert lő az ellenségre. A legtöbb terepakadályt átlépi.
|
unit.toxopid.description = Kazettás elektromos bombákat és átütő erejű lézert lő az ellenségre. A legtöbb terepakadályt átlépi.
|
||||||
unit.flare.description = Szokásos lövedékeket lő közeli földi célpontokra.
|
unit.flare.description = Szokásos lövedékeket lő közeli földi célpontokra.
|
||||||
unit.horizon.description = Kazettás bombákat szór földi célpontokra.
|
unit.horizon.description = Kazettás bombákat szór földi célpontokra.
|
||||||
@@ -2466,7 +2540,7 @@ unit.risso.description = Rakéták és lövedékek záporát zúdítja minden k
|
|||||||
unit.minke.description = Tüzérségi és szokásos lövedékeket lő közeli földi célpontokra.
|
unit.minke.description = Tüzérségi és szokásos lövedékeket lő közeli földi célpontokra.
|
||||||
unit.bryde.description = Nagy távolságú tüzérségi lövedékeket és rakétákat lő az ellenségre.
|
unit.bryde.description = Nagy távolságú tüzérségi lövedékeket és rakétákat lő az ellenségre.
|
||||||
unit.sei.description = Rakéták és páncéltörő lövedékek záporát zúdítja az ellenségre.
|
unit.sei.description = Rakéták és páncéltörő lövedékek záporát zúdítja az ellenségre.
|
||||||
unit.omura.description = Nagy hatótávolságú átütő erejű lövedékeket lő az ellenségre. Flare egységeket állít elő.
|
unit.omura.description = Nagy hatótávolságú, átütő erejű lövedékeket lő az ellenségre.
|
||||||
unit.alpha.description = Megvédi a szilánk támaszpontot az ellenségtől. Épületeket épít.
|
unit.alpha.description = Megvédi a szilánk támaszpontot az ellenségtől. Épületeket épít.
|
||||||
unit.beta.description = Megvédi az alapítvány támaszpontot az ellenségtől. Épületeket épít.
|
unit.beta.description = Megvédi az alapítvány támaszpontot az ellenségtől. Épületeket épít.
|
||||||
unit.gamma.description = Megvédi az atommag támaszpontot az ellenségtől. Épületeket épít.
|
unit.gamma.description = Megvédi az atommag támaszpontot az ellenségtől. Épületeket épít.
|
||||||
@@ -2479,9 +2553,9 @@ 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. A folyadékok közegellenállása kevésbé akadályozza a mozgásban.
|
||||||
unit.vanquish.description = Nagy, átütő erejű hasítólövedékeket lő ki az ellenséges célpontokra.
|
unit.vanquish.description = Nagy, átütő erejű, szétváló lövedékeket lő ki az ellenséges célpontokra. A folyadékok közegellenállása kevésbé akadályozza a mozgásban.
|
||||||
unit.conquer.description = Nagy, átütő erejű golyózáport lő ki az ellenséges célpontokra.
|
unit.conquer.description = Nagy, átütő erejű lövedékzáport zúdít az ellenséges célpontokra. A folyadékok közegellenállása alig akadályozza a mozgásban.
|
||||||
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.
|
||||||
@@ -2530,7 +2604,7 @@ lst.explosion = Robbanás létrehozása az adott helyen.
|
|||||||
lst.setrate = A processzor végrehajtási sebességének beállítása utasítás/órajelciklusban.
|
lst.setrate = A processzor végrehajtási sebességének beállítása utasítás/órajelciklusban.
|
||||||
lst.fetch = Egységek, támaszpontok, játékosok, vagy épületek lekérdezése index szerint.\nAz indexek 0-tól indulnak és a visszaadott számuknál végződnek.
|
lst.fetch = Egységek, támaszpontok, játékosok, vagy épületek lekérdezése index szerint.\nAz indexek 0-tól indulnak és a visszaadott számuknál végződnek.
|
||||||
lst.packcolor = Egyetlen számba tömöríti a [0, 1] RGBA-összetevőket a rajzoláshoz vagy szabálymeghatározáshoz.
|
lst.packcolor = Egyetlen számba tömöríti a [0, 1] RGBA-összetevőket a rajzoláshoz vagy szabálymeghatározáshoz.
|
||||||
lst.unpackcolor = RGBA-összetevők kicsomagolása egy színből, amely a „Pack Color” segítségével lett becsomagolva.
|
lst.unpackcolor = RGBA-összetevők kicsomagolása egy színből, amely a „Pack Color” használatával lett becsomagolva.
|
||||||
lst.setrule = Játékszabály beállítása.
|
lst.setrule = Játékszabály beállítása.
|
||||||
lst.flushmessage = Üzenet megjelenítése a képernyőn a szövegpufferből. Ha a sikeres válasz változója [accent]@wait[],\nakkor, megvárja, amíg az előző üzenet befejeződik.\nMáskülönben a kimenet független attól, hogy az üzenet megjelenítése sikeres volt-e.
|
lst.flushmessage = Üzenet megjelenítése a képernyőn a szövegpufferből. Ha a sikeres válasz változója [accent]@wait[],\nakkor, megvárja, amíg az előző üzenet befejeződik.\nMáskülönben a kimenet független attól, hogy az üzenet megjelenítése sikeres volt-e.
|
||||||
lst.cutscene = A játékos kamerájának mozgatása.
|
lst.cutscene = A játékos kamerájának mozgatása.
|
||||||
@@ -2542,7 +2616,7 @@ lst.sync = Egy változó szinkronizálása a hálózaton keresztül.\nMásodperc
|
|||||||
lst.playsound = Egy hangot játszik le.\nA hangerő és a panoráma lehet globális érték, vagy a pozíció alapján kiszámított érték.
|
lst.playsound = Egy hangot játszik le.\nA hangerő és a panoráma lehet globális érték, vagy a pozíció alapján kiszámított érték.
|
||||||
lst.makemarker = Új logikai jelölő létrehozása a világban.\nMeg kell adni egy azonosítót a jelölő azonosításához.\nA jelölők száma jelenleg világonként 20 000-re van korlátozva.
|
lst.makemarker = Új logikai jelölő létrehozása a világban.\nMeg kell adni egy azonosítót a jelölő azonosításához.\nA jelölők száma jelenleg világonként 20 000-re van korlátozva.
|
||||||
lst.setmarker = Egy jelölő tulajdonságának beállítása.\nA használt azonosítónak meg kell egyeznie a Make Marker utasításban megadottal.\nA [accent]null []értékek figyelmen kívül lesznek hagyva.
|
lst.setmarker = Egy jelölő tulajdonságának beállítása.\nA használt azonosítónak meg kell egyeznie a Make Marker utasításban megadottal.\nA [accent]null []értékek figyelmen kívül lesznek hagyva.
|
||||||
lst.localeprint = Hozzáadja a pálya nyelvi csomagjainak tulajdonságértékét a szövegpufferhez.\nA pálya nyelvi csomagjainak beállításait a térképszerkesztőben ellenőrizheted: [accent]pályainformációk > nyelvi csomagok[].\nHa a kliens egy hordozható eszköz, akkor először próbáld kiíratni a „.mobile” végződésű tulajdonságot.
|
lst.localeprint = Hozzáadja a pálya nyelvi csomagjainak tulajdonságértékét a szövegpufferhez.\nA pálya nyelvi csomagjainak beállításait a térképszerkesztőben ellenőrizheted: [accent]pályainformációk > nyelvi csomagok[].\nHa a kliens egy hordozható eszköz, akkor először próbáld kiíratni a ".mobile" végződésű tulajdonságot.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = A kódot futtató kliens játékosneve
|
|||||||
lglobal.@clientTeam = A kódot futtató kliens csapatazonosítója
|
lglobal.@clientTeam = A kódot futtató kliens csapatazonosítója
|
||||||
lglobal.@clientMobile = Igaz, ha a kódot futtató kliens egy hordozható eszköz, egyébként hamis
|
lglobal.@clientMobile = Igaz, ha a kódot futtató kliens egy hordozható eszköz, egyébként hamis
|
||||||
|
|
||||||
logic.nounitbuild = [red]Az egységépítési logika itt nem megengedett.
|
|
||||||
|
|
||||||
lenum.type = Az épület/egység típusa.\nPéldául bármilyen elosztó esetén a [accent]@router[] értéket adja vissza.\nNem karakterlánc.
|
lenum.type = Az épület/egység típusa.\nPéldául bármilyen elosztó esetén a [accent]@router[] értéket adja vissza.\nNem karakterlánc.
|
||||||
lenum.shoot = Lövés egy adott pontra.
|
lenum.shoot = Lövés egy adott pontra.
|
||||||
lenum.shootp = Lövés egy egységre/épületre sebesség-előrejelzéssel.
|
lenum.shootp = Lövés egy egységre/épületre sebesség-előrejelzéssel.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Egy kijelzőblokk szélessége pixelben.
|
|||||||
laccess.displayheight = Egy kijelzőblokk magassága pixelben.
|
laccess.displayheight = Egy kijelzőblokk magassága pixelben.
|
||||||
laccess.buffersize = Üzenetek esetén: A tartalom hossza.\nKijelzők esetén: A feldolgozatlan grafikus parancsok száma.
|
laccess.buffersize = Üzenetek esetén: A tartalom hossza.\nKijelzők esetén: A feldolgozatlan grafikus parancsok száma.
|
||||||
laccess.operations = A blokkon végrehajtott műveletek száma.\nKijelzők esetén a drawflush-műveletek számát adja vissza.
|
laccess.operations = A blokkon végrehajtott műveletek száma.\nKijelzők esetén a drawflush-műveletek számát adja vissza.
|
||||||
|
laccess.maxunits = Egy csapat maximális egységeinek száma.\nCsak támaszpontokból érzékelhető.
|
||||||
|
|
||||||
lcategory.unknown = Ismeretlen
|
lcategory.unknown = Ismeretlen
|
||||||
lcategory.unknown.description = Nem kategorizált utasítások.
|
lcategory.unknown.description = Nem kategorizált utasítások.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Téglalap körvonalának rajzolása.
|
|||||||
graphicstype.poly = Egy szabályos sokszög kitöltése.
|
graphicstype.poly = Egy szabályos sokszög kitöltése.
|
||||||
graphicstype.linepoly = Szabályos sokszög körvonalának rajzolása.
|
graphicstype.linepoly = Szabályos sokszög körvonalának rajzolása.
|
||||||
graphicstype.triangle = Egy háromszög kitöltése.
|
graphicstype.triangle = Egy háromszög kitöltése.
|
||||||
graphicstype.image = Kép rajzolása valamilyen tartalomról.\nPéldául: [accent]@router[] vagy [accent]@dagger[].
|
graphicstype.image = Kép rajzolása valamilyen tartalomról vagy egy másik kijelző tartalmáról.\nPéldául: [accent]@router[], [accent]@dagger[] vagy egy másik kijelző tartalmának másolása: [accent]display1[].
|
||||||
graphicstype.print = Szöveget rajzol a kiírási pufferből.\nCsak ASCII karakterek használhatók.\nTörli a kiírási puffert.
|
graphicstype.print = Szöveget rajzol a kiírási pufferből.\nCsak ASCII karakterek használhatók.\nTörli a kiírási puffert.
|
||||||
|
|
||||||
lenum.always = Mindig igaz.
|
lenum.always = Mindig igaz.
|
||||||
@@ -2673,7 +2746,7 @@ lenum.atan = Arkusz tangens, fokban.
|
|||||||
lenum.rand = Véletlenszerű decimális szám a [0, érték) tartományban.
|
lenum.rand = Véletlenszerű decimális szám a [0, érték) tartományban.
|
||||||
lenum.log = Természetes logaritmus (ln).
|
lenum.log = Természetes logaritmus (ln).
|
||||||
lenum.log10 = 10-es alapú logaritmus.
|
lenum.log10 = 10-es alapú logaritmus.
|
||||||
lenum.noise = 2D-s szimplex zaj.
|
lenum.noise = 2D szimplex zaj.
|
||||||
lenum.abs = Abszolút érték.
|
lenum.abs = Abszolút érték.
|
||||||
lenum.sqrt = Négyzetgyök.
|
lenum.sqrt = Négyzetgyök.
|
||||||
|
|
||||||
@@ -2776,11 +2849,11 @@ lenum.unitcost = Az egységek építéséhez szükséges erőforrások szorzója
|
|||||||
lenum.unitdamage = Mennyi sebzést okoznak az egységek.
|
lenum.unitdamage = Mennyi sebzést okoznak az egységek.
|
||||||
lenum.blockhealth = Mennyi életponttal indulnak az épületek.
|
lenum.blockhealth = Mennyi életponttal indulnak az épületek.
|
||||||
lenum.blockdamage = Mennyi sebzést okoznak az épületek (lövegtornyok).
|
lenum.blockdamage = Mennyi sebzést okoznak az épületek (lövegtornyok).
|
||||||
lenum.rtsminweight = Minimális „támadási súly” szükséges ahhoz, hogy egy osztag támadjon. Minél magasabb az érték, annál megfontoltabbak az egységek.
|
lenum.rtsminweight = A legkisebb „támadási súly” ahhoz szükséges, hogy egy osztag támadjon. Minél magasabb az érték, annál megfontoltabbak az egységek.
|
||||||
lenum.rtsminsquad = A támadóosztagok minimális mérete.
|
lenum.rtsminsquad = A támadóosztagok legkisebb mérete.
|
||||||
lenum.maparea = A játszható területe a pályának. Minden, ami a területen kívülre esik, nem lesz elérhető.
|
lenum.maparea = A játszható területe a pályának. Minden, ami a területen kívülre esik, nem lesz elérhető.
|
||||||
lenum.ambientlight = Környezeti világítás színe. Akkor használható, amikor a világítás engedélyezve van.
|
lenum.ambientlight = Környezeti világítás színe. Akkor használható, amikor a világítás engedélyezve van.
|
||||||
lenum.solarmultiplier = Megsokszorozza a napelemek teljesítményét.
|
lenum.solarmultiplier = Megsokszorozza a napelemek teljesítményét.
|
||||||
lenum.dragmultiplier = Környezethúzási szorzó.
|
lenum.dragmultiplier = Környezet húzási szorzója.
|
||||||
lenum.ban = Épületek vagy egységek, amelyek nem építhetők meg vagy helyezhetők el a pályán.
|
lenum.ban = Épületek vagy egységek, amelyek nem építhetők meg vagy helyezhetők el a pályán.
|
||||||
lenum.unban = Egy egység vagy épület újraengedélyezése.
|
lenum.unban = Egy egység vagy épület újraengedélyezése.
|
||||||
|
|||||||
@@ -54,25 +54,25 @@ mods.github.open-release = Laman Rilis
|
|||||||
mods.browser.sortdate = Urut berdasarkan waktu
|
mods.browser.sortdate = Urut berdasarkan waktu
|
||||||
mods.browser.sortstars = Urut berdasarkan bintang
|
mods.browser.sortstars = Urut berdasarkan bintang
|
||||||
|
|
||||||
schematic = Skema
|
schematic = Skematik
|
||||||
schematic.add = Menyimpan skema...
|
schematic.add = Menyimpan skematik...
|
||||||
schematics = Kumpulan skema
|
schematics = Kumpulan skematik
|
||||||
schematic.search = Cari skema...
|
schematic.search = Cari skematik...
|
||||||
schematic.replace = Skema dengan nama tersebut telah ada. Ganti dengan yang baru?
|
schematic.replace = Skematik dengan nama tersebut telah ada. Ganti dengan yang baru?
|
||||||
schematic.exists = Skema dengan nama tersebut telah ada.
|
schematic.exists = Skematik dengan nama tersebut telah ada.
|
||||||
schematic.import = Mengimpor skema...
|
schematic.import = Mengimpor skematik...
|
||||||
schematic.exportfile = Ekspor Berkas
|
schematic.exportfile = Ekspor Berkas
|
||||||
schematic.importfile = Impor Berkas
|
schematic.importfile = Impor Berkas
|
||||||
schematic.browseworkshop = Cari di Workshop
|
schematic.browseworkshop = Cari di Workshop
|
||||||
schematic.copy = Salin ke papan klip
|
schematic.copy = Salin ke papan klip
|
||||||
schematic.copy.import = Impor dari papan klip
|
schematic.copy.import = Impor dari papan klip
|
||||||
schematic.shareworkshop = Bagikan di Workshop
|
schematic.shareworkshop = Bagikan di Workshop
|
||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Balik Skema
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Balik Skematik
|
||||||
schematic.saved = Skema telah disimpan.
|
schematic.saved = Skematik telah disimpan.
|
||||||
schematic.delete.confirm = Skema ini akan benar-benar dihapus.
|
schematic.delete.confirm = Skematik ini akan benar-benar dihapus.
|
||||||
schematic.edit = Sunting Skema
|
schematic.edit = Sunting Skematik
|
||||||
schematic.info = {0}x{1}, {2} blok
|
schematic.info = {0}x{1}, {2} blok
|
||||||
schematic.disabled = [scarlet]Skema dimatikan[]\nPenggunaan skema tidak diperbolehkan di [accent]peta[] atau [accent]server[] ini.
|
schematic.disabled = [scarlet]Skematik dinonaktifkan[]\nPenggunaan skematik tidak diperbolehkan di [accent]peta[] atau [accent]server[] ini.
|
||||||
schematic.tags = Tanda:
|
schematic.tags = Tanda:
|
||||||
schematic.edittags = Ubah Tanda
|
schematic.edittags = Ubah Tanda
|
||||||
schematic.addtag = Tambah Tanda
|
schematic.addtag = Tambah Tanda
|
||||||
@@ -98,9 +98,11 @@ level.highscore = Nilai Tertinggi: [accent]{0}
|
|||||||
level.select = Pilih Level
|
level.select = Pilih Level
|
||||||
level.mode = Mode Permainan:
|
level.mode = Mode Permainan:
|
||||||
coreattack = < Inti sedang diserang! >
|
coreattack = < Inti sedang diserang! >
|
||||||
nearpoint = [[ [scarlet]TINGGALKAN ZONA PENDARATAN SEGERA[] ]\npenghancuran akan terjadi
|
nearpoint = [[ [scarlet]TINGGALKAN ZONA PENDARATAN SEGERA[] ]\npemusnahan akan terjadi
|
||||||
database = Basis Data Inti
|
database = Basis Data Inti
|
||||||
database.button = Basis Data
|
database.button = Basis Data
|
||||||
|
database.patched = Dimodifikasi dengan patch data.
|
||||||
|
viewfields = Lihat Bidang Konten
|
||||||
savegame = Simpan Permainan
|
savegame = Simpan Permainan
|
||||||
loadgame = Muat Permainan
|
loadgame = Muat Permainan
|
||||||
joingame = Gabung Permainan
|
joingame = Gabung Permainan
|
||||||
@@ -130,7 +132,7 @@ committingchanges = Membuat Perubahan
|
|||||||
done = Selesai
|
done = Selesai
|
||||||
feature.unsupported = Perangkat Anda tidak mendukung fitur ini.
|
feature.unsupported = Perangkat Anda tidak mendukung fitur ini.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Proses Memuat Mindustry sebelumnya gagal untuk dimulai. Kemungkinan besar disebabkan oleh mod yang bermasalah.\n\nUntuk menghindari kesalahan berulang, [red]semua mod telah dinonaktifkan.[]
|
mods.initfailed = [red]⚠[] Proses Mindustry sebelumnya gagal untuk dimulai. Kemungkinan besar disebabkan oleh mod yang bermasalah.\n\nUntuk menghindari kesalahan berulang, [red]seluruh mod telah dinonaktifkan.[]
|
||||||
mods = Mod
|
mods = Mod
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
mods.none = [lightgray]Tidak ada mod yang ditemukan!
|
mods.none = [lightgray]Tidak ada mod yang ditemukan!
|
||||||
@@ -159,10 +161,10 @@ mod.circulardependencies = [red]Dependensi Sirkular
|
|||||||
mod.incompletedependencies = [red]Dependensi Tidak Lengkap
|
mod.incompletedependencies = [red]Dependensi Tidak Lengkap
|
||||||
|
|
||||||
mod.requiresversion.details = Memerlukan versi game: [accent]{0}[]\nGame Anda telah kadaluarsa. Mod ini memerlukan versi game yang lebih baru (kemungkinan versi beta/alpha) untuk berfungsi.
|
mod.requiresversion.details = Memerlukan versi game: [accent]{0}[]\nGame Anda telah kadaluarsa. Mod ini memerlukan versi game yang lebih baru (kemungkinan versi beta/alpha) untuk berfungsi.
|
||||||
mod.incompatiblemod.details = Mod ini tidak kompatibel dengan versi game ini. Pencipta harus memperbaruinya dengan menambahkan string [accent]minGameVersion: 147[] ke dalam file [accent]mod.json[].
|
mod.incompatiblemod.details = Mod ini tidak kompatibel dengan versi game ini. Pencipta harus memperbaruinya dengan menambahkan string [accent]minGameVersion: 154[] ke dalam file [accent]mod.json[].
|
||||||
mod.blacklisted.details = Mod ini terdapat di dalam blacklist karena menyebabkan crash atau masalah lain dengan versi game saat ini. Mohon jangan dipakai.
|
mod.blacklisted.details = Mod ini terdapat di dalam blacklist karena menyebabkan crash atau masalah lain dengan versi game saat ini. Mohon jangan dipakai.
|
||||||
mod.missingdependencies.details = Mod ini kekurangan dependensi: {0}
|
mod.missingdependencies.details = Mod ini kekurangan dependensi: {0}
|
||||||
mod.erroredcontent.details = Mod ini menimbulkan masalah pada saat proses memuat. Tanyakan pembuat mod untuk memperbaikinya.
|
mod.erroredcontent.details = Mod ini menimbulkan masalah pada saat proses memuat. Tanyakan pencipta mod untuk memperbaikinya.
|
||||||
mod.circulardependencies.details = Mod ini memiliki dependensi yang memerlukan satu sama lain.
|
mod.circulardependencies.details = Mod ini memiliki dependensi yang memerlukan satu sama lain.
|
||||||
mod.incompletedependencies.details = Mod ini gagal memuat karena kekurangan dependensi atau tidak valid: {0}.
|
mod.incompletedependencies.details = Mod ini gagal memuat karena kekurangan dependensi atau tidak valid: {0}.
|
||||||
|
|
||||||
@@ -243,7 +245,7 @@ server.kicked.customClient = Server ini tidak mendukung build kostum. Unduh vers
|
|||||||
server.kicked.gameover = Permainan telah berakhir!
|
server.kicked.gameover = Permainan telah berakhir!
|
||||||
server.kicked.serverRestarting = Server sedang dimulai ulang.
|
server.kicked.serverRestarting = Server sedang dimulai ulang.
|
||||||
server.versions = Versi Anda:[accent] {0}[]\nVersi server:[accent] {1}[]
|
server.versions = Versi Anda:[accent] {0}[]\nVersi server:[accent] {1}[]
|
||||||
host.info = Tombol [accent]host[] akan membuat server sementara di port [scarlet]6567[]. \nSemua orang di dalam [lightgray]Wi-Fi atau jaringan lokal[] yang sama dapat melihat server Anda di daftar server mereka.\n\nJika Anda ingin pemain dari mana saja memasuki server Anda dengan IP, [accent]port forwarding[] sangat diperlukan.\n\n[lightgray]Catatan: Jika seseorang mengalami masalah memasuki permainan lokal Anda, pastikan Mindustry memiliki akses ke jaringan lokal di pengaturan firewall Anda. Perlu diingat jaringan publik terkadang tidak mengizinkan pencarian server.
|
host.info = Tombol [accent]host[] akan membuat server sementara di port [scarlet]6567[].\nSemua orang di dalam [lightgray]Wi-Fi atau jaringan lokal[] yang sama dapat melihat server Anda di daftar server mereka.\n\nJika Anda ingin pemain dari mana saja memasuki server Anda dengan IP, [accent]port forwarding[] sangat diperlukan.\n\n[lightgray]Catatan: Jika seseorang mengalami masalah memasuki permainan lokal Anda, pastikan Mindustry memiliki akses ke jaringan lokal di pengaturan firewall Anda. Perlu diingat jaringan publik terkadang tidak mengizinkan pencarian server.
|
||||||
join.info = Di sini, Anda bisa memasukkan [accent]IP server[] untuk dihubungkan, serta mencari [accent]jaringan lokal[] atau server [accent]global[] untuk dihubungkan.\nLAN dan WAN mendukung multipemain.\n\n[lightgray]Jika Anda ingin bergabung dengan seseorang melalui IP, Anda perlu menanyakan host tentang IP mereka, yang dapat dicari dengan meng-google "my ip" melalui perangkat mereka.
|
join.info = Di sini, Anda bisa memasukkan [accent]IP server[] untuk dihubungkan, serta mencari [accent]jaringan lokal[] atau server [accent]global[] untuk dihubungkan.\nLAN dan WAN mendukung multipemain.\n\n[lightgray]Jika Anda ingin bergabung dengan seseorang melalui IP, Anda perlu menanyakan host tentang IP mereka, yang dapat dicari dengan meng-google "my ip" melalui perangkat mereka.
|
||||||
hostserver = Host Permainan Multi Pemain
|
hostserver = Host Permainan Multi Pemain
|
||||||
invitefriends = Undang Teman
|
invitefriends = Undang Teman
|
||||||
@@ -428,7 +430,7 @@ saveimage = Simpan Gambar
|
|||||||
unknown = Tidak diketahui
|
unknown = Tidak diketahui
|
||||||
custom = Modifikasi
|
custom = Modifikasi
|
||||||
builtin = Bawaan
|
builtin = Bawaan
|
||||||
map.delete.confirm = Anda yakin ingin menghapus peta ini? Tindakan ini tidak bisa diubah!
|
map.delete.confirm = Anda yakin ingin menghapus peta ini? Tindakan ini tidak bisa dibatalkan!
|
||||||
map.random = [accent]Peta Acak
|
map.random = [accent]Peta Acak
|
||||||
map.nospawn = Peta ini tidak memiliki inti agar pemain bisa muncul! Tambahkan inti [#{0}]{1}[] ke dalam peta di penyunting.
|
map.nospawn = Peta ini tidak memiliki inti agar pemain bisa muncul! Tambahkan inti [#{0}]{1}[] ke dalam peta di penyunting.
|
||||||
map.nospawn.pvp = Peta ini tidak memiliki inti agar pemain lawan bisa muncul! Tambahkan inti[scarlet] selain jingga[] ke dalam peta di penyunting.
|
map.nospawn.pvp = Peta ini tidak memiliki inti agar pemain lawan bisa muncul! Tambahkan inti[scarlet] selain jingga[] ke dalam peta di penyunting.
|
||||||
@@ -446,7 +448,7 @@ missing = Konten ini telah dihapus atau dipindah.\n[lightgray]Daftar Workshop se
|
|||||||
publishing = [accent]Menerbitkan...
|
publishing = [accent]Menerbitkan...
|
||||||
publish.confirm = Apakah Anda yakin untuk menerbitkan ini?\n\n[lightgray]Pastikan Anda setuju dengan EULA Workshop terlebih dahulu, atau konten Anda tidak akan muncul!
|
publish.confirm = Apakah Anda yakin untuk menerbitkan ini?\n\n[lightgray]Pastikan Anda setuju dengan EULA Workshop terlebih dahulu, atau konten Anda tidak akan muncul!
|
||||||
publish.error = Terjadi kesalahan saat menerbitkan konten: {0}
|
publish.error = Terjadi kesalahan saat menerbitkan konten: {0}
|
||||||
steam.error = Gagal untuk menjalankan layanan Steam.\nKesalahan: {0}
|
steam.error = Gagal menjalankan layanan Steam.\nKesalahan: {0}
|
||||||
|
|
||||||
editor.showblocks = Tampilkan Blok
|
editor.showblocks = Tampilkan Blok
|
||||||
editor.showterrain = Tampilkan Medan
|
editor.showterrain = Tampilkan Medan
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Peraturan:
|
|||||||
editor.generation = Generasi:
|
editor.generation = Generasi:
|
||||||
editor.objectives = Tujuan
|
editor.objectives = Tujuan
|
||||||
editor.locales = Paket Lokal
|
editor.locales = Paket Lokal
|
||||||
|
editor.patches.guide = Panduan Patch Data
|
||||||
|
editor.patches = Patch Data
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]Tidak ada patchset yang dimuat.
|
||||||
|
editor.patches.errors = Daftar Patchset Error
|
||||||
|
editor.patches.importerror = Gagal mengimpor patchset
|
||||||
|
editor.patches.delete.confirm = Apakah Anda yakin ingin menghapus patchset ini?
|
||||||
|
editor.patch.fields = {0} bidang
|
||||||
editor.worldprocessors = Prosesor Dunia
|
editor.worldprocessors = Prosesor Dunia
|
||||||
editor.worldprocessors.editname = Sunting Nama
|
editor.worldprocessors.editname = Sunting Nama
|
||||||
editor.worldprocessors.none = [lightgray]Tidak ada blok prosesor dunia yang ditemukan!\nTambahkan satu di penyunting peta, atau gunakan \ue813 tombol Tambah di bawah.
|
editor.worldprocessors.none = [lightgray]Tidak ada blok prosesor dunia yang ditemukan!\nTambahkan satu di penyunting peta, atau gunakan \ue813 tombol Tambah di bawah.
|
||||||
@@ -496,10 +506,10 @@ waves.health = nyawa: {0}%
|
|||||||
waves.perspawn = per muncul
|
waves.perspawn = per muncul
|
||||||
waves.shields = perisai/gelombang
|
waves.shields = perisai/gelombang
|
||||||
waves.to = sampai
|
waves.to = sampai
|
||||||
waves.spawn = Titik Pendaratan:
|
waves.spawn = Zona Pendaratan:
|
||||||
waves.spawn.all = <semua>
|
waves.spawn.all = <semua>
|
||||||
waves.spawn.select = Pilih Tempat Pendaratan Musuh
|
waves.spawn.select = Pilih Zona Pendaratan Musuh
|
||||||
waves.spawn.none = [scarlet]tidak ada tempat pendaratan musuh di peta
|
waves.spawn.none = [scarlet]tidak ada zona pendaratan musuh di peta
|
||||||
waves.max = unit maks
|
waves.max = unit maks
|
||||||
waves.guardian = Penjaga
|
waves.guardian = Penjaga
|
||||||
waves.preview = Pratinjau
|
waves.preview = Pratinjau
|
||||||
@@ -736,7 +746,7 @@ objective.destroyblocks = [accent]Hancurkan: [lightgray]{0}[white]/{1}\n{2}[ligh
|
|||||||
objective.item = [accent]Peroleh: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.item = [accent]Peroleh: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.coreitem = [accent]Pindahkan ke Inti:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.coreitem = [accent]Pindahkan ke Inti:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.build = [accent]Bangun: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
objective.build = [accent]Bangun: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||||
objective.buildunit = [accent]Buat Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
objective.buildunit = [accent]Produksi Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||||
objective.destroyunits = [accent]Hancurkan: [][lightgray]{0}[]x Units
|
objective.destroyunits = [accent]Hancurkan: [][lightgray]{0}[]x Units
|
||||||
objective.enemiesapproaching = [accent]Musuh akan datang dalam [lightgray]{0}[]
|
objective.enemiesapproaching = [accent]Musuh akan datang dalam [lightgray]{0}[]
|
||||||
objective.enemyescelating = [accent]Produksi musuh meningkat dalam [lightgray]{0}[]
|
objective.enemyescelating = [accent]Produksi musuh meningkat dalam [lightgray]{0}[]
|
||||||
@@ -773,7 +783,7 @@ error.invalidaddress = Alamat tidak valid.
|
|||||||
error.timedout = Kehabisan waktu!\nPastikan host mengaktifkan port forwarding, dan alamatnya benar!
|
error.timedout = Kehabisan waktu!\nPastikan host mengaktifkan port forwarding, dan alamatnya benar!
|
||||||
error.mismatch = Paket bermasalah:\nkemungkinan versi client/server berbeda.\nPastikan Anda dan host mempunyai versi terbaru Mindustry!
|
error.mismatch = Paket bermasalah:\nkemungkinan versi client/server berbeda.\nPastikan Anda dan host mempunyai versi terbaru Mindustry!
|
||||||
error.alreadyconnected = Sudah tersambung.
|
error.alreadyconnected = Sudah tersambung.
|
||||||
error.mapnotfound = File peta tidak ditemaukan!
|
error.mapnotfound = File peta tidak ditemukan!
|
||||||
error.io = Terjadi kesalahan jaringan I/O.
|
error.io = Terjadi kesalahan jaringan I/O.
|
||||||
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
||||||
error.bloom = Gagal untuk menjalankan efek bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
error.bloom = Gagal untuk menjalankan efek bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Selamat.\n\nMusuh di {0} telah dikalahkan.\n[lightgr
|
|||||||
sectorlist = Sektor
|
sectorlist = Sektor
|
||||||
sectorlist.attacked = {0} sedang diserang
|
sectorlist.attacked = {0} sedang diserang
|
||||||
sectors.unexplored = [lightgray]Belum Ditelusuri
|
sectors.unexplored = [lightgray]Belum Ditelusuri
|
||||||
|
sectors.attempts = Percobaan:
|
||||||
sectors.resources = Sumber Daya:
|
sectors.resources = Sumber Daya:
|
||||||
sectors.production = Produksi:
|
sectors.production = Produksi:
|
||||||
sectors.export = Ekspor:
|
sectors.export = Ekspor:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Gelombang:
|
|||||||
sectors.stored = Terisi:
|
sectors.stored = Terisi:
|
||||||
sectors.resume = Lanjutkan
|
sectors.resume = Lanjutkan
|
||||||
sectors.launch = Luncurkan
|
sectors.launch = Luncurkan
|
||||||
|
sectors.nolaunchcandidate = Tidak Ada Sektor Peluncuran
|
||||||
sectors.viewsubmission = \ue80d Lihat Kiriman
|
sectors.viewsubmission = \ue80d Lihat Kiriman
|
||||||
sectors.select = Pilih
|
sectors.select = Pilih
|
||||||
sectors.launchselect = Pilih Destinasi Peluncuran
|
sectors.launchselect = Pilih Destinasi Peluncuran
|
||||||
@@ -809,13 +821,12 @@ 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]Damage sebesar {0}%
|
sectors.underattack = [scarlet]Dalam Serangan!
|
||||||
sectors.underattack.nodamage = [scarlet]Belum Dikuasai
|
|
||||||
sectors.survives = [accent]Bertahan sebanyak {0} gelombang
|
|
||||||
sectors.go = Mulai
|
sectors.go = Mulai
|
||||||
sector.abandon = Tinggalkan
|
sector.abandon = Tinggalkan
|
||||||
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan?
|
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan?
|
||||||
sector.curcapture = Sektor Dikuasai
|
sector.curcapture = Sektor Dikuasai
|
||||||
|
sector.lockdown = [red]:peringatan:[accent] Sektor saat ini sedang diserang\n[lightgray]produksi, penelitian, ekspor dan impor dihentikan
|
||||||
sector.curlost = Sektor Gagal Bertahan
|
sector.curlost = Sektor Gagal Bertahan
|
||||||
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
||||||
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
||||||
@@ -855,12 +866,12 @@ sector.impact0078.name = Benturan 0078
|
|||||||
sector.groundZero.name = Titik Awal
|
sector.groundZero.name = Titik Awal
|
||||||
sector.craters.name = Kawah
|
sector.craters.name = Kawah
|
||||||
sector.frozenForest.name = Hutan Beku
|
sector.frozenForest.name = Hutan Beku
|
||||||
sector.ruinousShores.name = Pantai Yang Hancur
|
sector.ruinousShores.name = Runtuhan Pesisir
|
||||||
sector.stainedMountains.name = Gunung Bernoda
|
sector.stainedMountains.name = Gunung Bernoda
|
||||||
sector.desolateRift.name = Retakan Terpencil
|
sector.desolateRift.name = Retakan Terpencil
|
||||||
sector.nuclearComplex.name = Kompleks Produksi Nuklir
|
sector.nuclearComplex.name = Kompleks Produksi Nuklir
|
||||||
sector.overgrowth.name = Pertumbuhan
|
sector.overgrowth.name = Pertumbuhan
|
||||||
sector.tarFields.name = Lahan Perminyakan Mentah
|
sector.tarFields.name = Ladang Minyak
|
||||||
sector.saltFlats.name = Dataran Garam
|
sector.saltFlats.name = Dataran Garam
|
||||||
sector.fungalPass.name = Lintasan Spora
|
sector.fungalPass.name = Lintasan Spora
|
||||||
sector.biomassFacility.name = Pabrik Sintesis Biomassa
|
sector.biomassFacility.name = Pabrik Sintesis Biomassa
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Fasilitas 32 M
|
|||||||
sector.taintedWoods.name = Hutan Tercemar
|
sector.taintedWoods.name = Hutan Tercemar
|
||||||
sector.infestedCanyons.name = Ngarai Terinfestasi
|
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 Lembab
|
||||||
sector.navalFortress.name = Benteng Laut
|
sector.navalFortress.name = Benteng Laut
|
||||||
sector.polarAerodrome.name = Aerodrom Kutub
|
sector.polarAerodrome.name = Pangkalan Kutub
|
||||||
sector.atolls.name = Atol
|
sector.atolls.name = Atol
|
||||||
sector.testingGrounds.name = Kawasan Uji Coba
|
sector.testingGrounds.name = Kawasan Uji Coba
|
||||||
sector.seaPort.name = Pelabuhan Laut
|
sector.perilousHarbor.name = Pelabuhan Berbahaya
|
||||||
sector.weatheredChannels.name = Selat Terkikis
|
sector.weatheredChannels.name = Selat Terkikis
|
||||||
|
sector.fallenVessel.name = Bangkai Kapal
|
||||||
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.sunkenPier.name = Dermaga Karam
|
||||||
@@ -889,9 +901,9 @@ sector.saltFlats.description = Di pinggiran padang pasir terdapat Daratan Garam.
|
|||||||
sector.craters.description = Air banyak terkumpul di kawah ini, sebuah peninggalan dari perang masa lalu. Klaim area ini lagi. Kumpulkan pasir. Lebur metaglass. Pompa air untuk mendinginkan turret dan bor.
|
sector.craters.description = Air banyak terkumpul di kawah ini, sebuah peninggalan dari perang masa lalu. Klaim area ini lagi. Kumpulkan pasir. Lebur metaglass. Pompa air untuk mendinginkan turret dan bor.
|
||||||
sector.ruinousShores.description = Keluar dari lembah gunung, terdapat garis pantai. Sebelumnya, area ini adalah garis pertahanan pantai. Sekarang tidak banyak yang tersisa. Hanya pertahanan dasar yang tersisa, yang lain telah hancur berkeping keping.\nBangun kembali pertahanan di sini. Pelajari lebih banyak teknologi.
|
sector.ruinousShores.description = Keluar dari lembah gunung, terdapat garis pantai. Sebelumnya, area ini adalah garis pertahanan pantai. Sekarang tidak banyak yang tersisa. Hanya pertahanan dasar yang tersisa, yang lain telah hancur berkeping keping.\nBangun kembali pertahanan di sini. Pelajari lebih banyak teknologi.
|
||||||
sector.stainedMountains.description = Area ini terletak di dekat pegunungan, namun belum tersentuh oleh spora.\nTambang titanium yang ada di area ini. Pelajari fungsinya.\n\nMusuh jauh lebih kuat di sini. Jangan biarkan mereka meluncurkan unit yang lebih kuat.
|
sector.stainedMountains.description = Area ini terletak di dekat pegunungan, namun belum tersentuh oleh spora.\nTambang titanium yang ada di area ini. Pelajari fungsinya.\n\nMusuh jauh lebih kuat di sini. Jangan biarkan mereka meluncurkan unit yang lebih kuat.
|
||||||
sector.overgrowth.description = Area ini banyak ditumbuhi spora, karena dekat dengan sumber spora.\nMusuh telah membangun pangkalan di sini. Buat unit Mace. Hancurkan mereka. Klaim apapun yang tersisa.
|
sector.overgrowth.description = Area ini banyak ditumbuhi spora, karena dekat dengan sumber spora.\nMusuh telah membangun pangkalan di sini. Produksi unit Mace. Hancurkan mereka. Klaim apapun yang tersisa.
|
||||||
sector.tarFields.description = Terletak di pinggiran zona produksi minyak, di antara gunung dan padang pasir. Salah satu dari beberapa area yang memiliki cadangan minyak yang dapat digunakan.\nMeskipun ditinggalkan, area ini terdapat pasukan musuh yang berbahaya di sekitarnya. Jangan meremehkan mereka.\n\n[lightgray]Pelajari proses penyulingan minyak bila memungkinkan.
|
sector.tarFields.description = Terletak di pinggiran zona produksi minyak, di antara gunung dan padang pasir. Salah satu dari beberapa area yang memiliki cadangan minyak yang dapat digunakan.\nMeskipun ditinggalkan, area ini terdapat pasukan musuh yang berbahaya di sekitarnya. Jangan meremehkan mereka.\n\n[lightgray]Pelajari proses penyulingan minyak bila memungkinkan.
|
||||||
sector.desolateRift.description = Zona yang sangat berbahaya. Banyak sumber daya, tetapi terdapat sedikit ruang. Sangat resiko kehancuran sangat tinggi. Buatlah pertahanan udara dan darat secepat yang Anda bisa. Jangan terlena dengan waktu antar gelombang yang lama.
|
sector.desolateRift.description = Zona yang sangat berbahaya. Banyak sumber daya, tetapi terdapat sedikit ruang. Sangat resiko kehancuran sangat tinggi. Bangunlah pertahanan udara dan darat secepat yang Anda bisa. Jangan terlena dengan waktu antar gelombang yang lama.
|
||||||
sector.nuclearComplex.description = Sebuah fasilitas untuk memproduksi dan memproses torium, yang telah hancur.\n[lightgray]Pelajari torium dan cara penggunaanya.\n\nMusuh yang hadir di sini menyerang dalam jumlah besar, tak henti mengintai penyerang.
|
sector.nuclearComplex.description = Sebuah fasilitas untuk memproduksi dan memproses torium, yang telah hancur.\n[lightgray]Pelajari torium dan cara penggunaanya.\n\nMusuh yang hadir di sini menyerang dalam jumlah besar, tak henti mengintai penyerang.
|
||||||
sector.fungalPass.description = Area ini terdapat di antara pegunungan yang lebih tinggi dengan yang lebih rendah, juga daerah yang dipenuhi spora. Musuh membangun markas pengintaian kecil di sini.\nHancurkan itu.\nGunakan unit Dagger. Hancurkan inti mereka.
|
sector.fungalPass.description = Area ini terdapat di antara pegunungan yang lebih tinggi dengan yang lebih rendah, juga daerah yang dipenuhi spora. Musuh membangun markas pengintaian kecil di sini.\nHancurkan itu.\nGunakan unit Dagger. Hancurkan inti mereka.
|
||||||
sector.biomassFacility.description = Asal dari semua spora di planet ini. Tempat ini adalah fasilitas dimana spora dipelajari dan diproduksi.\nPelajari teknologi yang terkait dengannya. Budi dayakan spora untuk memproduksi bahan bakar dan plastik.\n\n[lightgray]Setelah fasilitas ini hancur, spora menyebar. Tidak ada di ekosistem lokal yang dapat bersaing dengan organisme invasif seperti itu.
|
sector.biomassFacility.description = Asal dari semua spora di planet ini. Tempat ini adalah fasilitas dimana spora dipelajari dan diproduksi.\nPelajari teknologi yang terkait dengannya. Budi dayakan spora untuk memproduksi bahan bakar dan plastik.\n\n[lightgray]Setelah fasilitas ini hancur, spora menyebar. Tidak ada di ekosistem lokal yang dapat bersaing dengan organisme invasif seperti itu.
|
||||||
@@ -899,23 +911,8 @@ sector.windsweptIslands.description = Jauh dari pantai terdapat sekumpulan pulau
|
|||||||
sector.extractionOutpost.description = Sebuah pos jarak jauh, dibangun musuh untuk meluncurkan sumber daya ke sektor yang lain.\n\nTeknologi transportasi antar sektor dapat memudahkan untuk menguasai lebih banyak sektor. Hancurkan markasnya. Pelajari Alas Peluncur mereka.
|
sector.extractionOutpost.description = Sebuah pos jarak jauh, dibangun musuh untuk meluncurkan sumber daya ke sektor yang lain.\n\nTeknologi transportasi antar sektor dapat memudahkan untuk menguasai lebih banyak sektor. Hancurkan markasnya. Pelajari Alas Peluncur mereka.
|
||||||
sector.impact0078.description = Di sini terletak sisa-sisa pesawat antarbintang yang pertama kali memasuki sistem ini.\n\nSelamatkan apapun yang ada dari sisa-sisa pesawat. Pelajari teknologi apa pun yang utuh.
|
sector.impact0078.description = Di sini terletak sisa-sisa pesawat antarbintang yang pertama kali memasuki sistem ini.\n\nSelamatkan apapun yang ada dari sisa-sisa pesawat. Pelajari teknologi apa pun yang utuh.
|
||||||
sector.planetaryTerminal.description = Target terakhir.\n\nMarkas pesisir pantai ini memiliki struktur yang dapat meluncurkan inti ke planet di sekitarnya. Memiliki pertahanan yang sangat bagus.\n\nProduksi unit laut. Hancurkan musuh secepat mungkin. Pelajari struktur peluncuran mereka.
|
sector.planetaryTerminal.description = Target terakhir.\n\nMarkas pesisir pantai ini memiliki struktur yang dapat meluncurkan inti ke planet di sekitarnya. Memiliki pertahanan yang sangat bagus.\n\nProduksi unit laut. Hancurkan musuh secepat mungkin. Pelajari struktur peluncuran mereka.
|
||||||
sector.coastline.description = Sisa-sisa teknologi Unit Laut telah terdeteksi di lokasi ini. Tolak serangan musuh, rebut sektor ini, dan dapatkan teknologinya.
|
sector.coastline.description = Sisa-sisa teknologi unit laut telah terdeteksi di lokasi ini. Tolak serangan musuh, rebut sektor ini, dan dapatkan teknologinya.
|
||||||
sector.navalFortress.description = Musuh telah mendirikan markas di sebuah pulau terpencil, dibentengi secara alami. Hancurkan pangkalan ini. Dapatkan teknologi Unit Laut mereka yang canggih, dan telitilah
|
sector.navalFortress.description = Musuh telah mendirikan markas di sebuah pulau terpencil, dibentengi secara alami. Hancurkan pangkalan ini. Dapatkan teknologi unit laut mereka yang canggih, dan telitilah.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Serangan Awal
|
sector.onset.name = Serangan Awal
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
@@ -946,9 +943,9 @@ sector.marsh.description = Sektor ini memiliki kelimpahan arkisit, namun memilik
|
|||||||
sector.peaks.description = Medan pegunungan di sektor ini membuat sebagian besar unit tidak berguna. Unit terbang akan diperlukan.\nWaspadai instalasi anti-udara yang dimiliki musuh. Beberapa instalasi ini mungkin dapat dinonaktifkan dengan menargetkan bangunan pendukungnya terlebih dahulu.
|
sector.peaks.description = Medan pegunungan di sektor ini membuat sebagian besar unit tidak berguna. Unit terbang akan diperlukan.\nWaspadai instalasi anti-udara yang dimiliki musuh. Beberapa instalasi ini mungkin dapat dinonaktifkan dengan menargetkan bangunan pendukungnya terlebih dahulu.
|
||||||
sector.ravine.description = Jalur transportasi penting bagi musuh. Tidak ada inti musuh yang ditemukan di sini, namun hati-hati terhadap berbagai jenis musuh.\nProduksi [accent]paduan logam[]. Bangun menara [accent]Afflict[].
|
sector.ravine.description = Jalur transportasi penting bagi musuh. Tidak ada inti musuh yang ditemukan di sini, namun hati-hati terhadap berbagai jenis musuh.\nProduksi [accent]paduan logam[]. Bangun menara [accent]Afflict[].
|
||||||
sector.caldera-erekir.description = Sumber daya yang terdeteksi di sektor ini tersebar di beberapa pulau.\nRiset dan sebarkan transportasi berbasis drone.
|
sector.caldera-erekir.description = Sumber daya yang terdeteksi di sektor ini tersebar di beberapa pulau.\nRiset dan sebarkan transportasi berbasis drone.
|
||||||
sector.stronghold.description = Markas musuh yang besar di sektor ini menjaga simpanan [accent]torium[] dalam jumlah besar .\nGunakan itu untuk mengembangkan unit dan menara ke tingkat yang lebih tinggi.
|
sector.stronghold.description = Markas musuh yang besar di sektor ini menjaga simpanan [accent]torium[] dalam jumlah besar.\nGunakan itu untuk mengembangkan unit dan menara ke tingkat yang lebih tinggi.
|
||||||
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 memproduksi 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]fabrik phase[].
|
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.
|
||||||
@@ -979,10 +976,10 @@ settings.controls = Kontrol
|
|||||||
settings.game = Permainan
|
settings.game = Permainan
|
||||||
settings.sound = Suara
|
settings.sound = Suara
|
||||||
settings.graphics = Grafik
|
settings.graphics = Grafik
|
||||||
settings.cleardata = Hapus Data Permainan...
|
settings.cleardata = Bersihkan Data Permainan...
|
||||||
settings.clear.confirm = Anda yakin ingin menghapus data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
settings.clear.confirm = Anda yakin ingin membersihkan data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
||||||
settings.clearall.confirm = [scarlet]PERINGATAN![]\nIni akan menghapus semua data permainan, termasuk simpanan, peta, teknologi yang terbuka, dan keybind.\nSetelah Anda menekan 'ok', permainan akan menghapus semua data dan keluar otomatis.
|
settings.clearall.confirm = [scarlet]PERINGATAN![]\nIni akan membersihkan semua data permainan, termasuk simpanan, peta, teknologi yang terbuka, dan keybind.\nSetelah Anda menekan 'ok', permainan akan membersihkan semua data dan keluar secara otomatis.
|
||||||
settings.clearsaves.confirm = Anda yakin ingin menghapus semua simpanan?
|
settings.clearsaves.confirm = Anda yakin ingin membersihkan semua simpanan?
|
||||||
settings.clearsaves = Bersihkan Simpanan
|
settings.clearsaves = Bersihkan Simpanan
|
||||||
settings.clearresearch = Bersihkan Penelitian
|
settings.clearresearch = Bersihkan Penelitian
|
||||||
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye?
|
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye?
|
||||||
@@ -1018,8 +1015,9 @@ stat.frequency = Frekuensi
|
|||||||
stat.targetsair = Target Udara
|
stat.targetsair = Target Udara
|
||||||
stat.targetsground = Target Darat
|
stat.targetsground = Target Darat
|
||||||
stat.crushdamage = Damage Benturan
|
stat.crushdamage = Damage Benturan
|
||||||
|
stat.legsplashdamage = Damage Percikan Kaki
|
||||||
stat.itemsmoved = Kecepatan Barang
|
stat.itemsmoved = Kecepatan Barang
|
||||||
stat.launchtime = Waktu Antara Peluncuran
|
stat.launchtime = Selang Waktu Peluncuran
|
||||||
stat.shootrange = Jarak
|
stat.shootrange = Jarak
|
||||||
stat.size = Ukuran
|
stat.size = Ukuran
|
||||||
stat.displaysize = Ukuran Tampilan
|
stat.displaysize = Ukuran Tampilan
|
||||||
@@ -1029,12 +1027,13 @@ stat.linkrange = Jarak Tautan
|
|||||||
stat.instructions = Instruksi
|
stat.instructions = Instruksi
|
||||||
stat.powerconnections = Batas Sambungan
|
stat.powerconnections = Batas Sambungan
|
||||||
stat.poweruse = Penggunaan Tenaga
|
stat.poweruse = Penggunaan Tenaga
|
||||||
stat.powerdamage = Tenaga/Tembakan
|
stat.powerdamage = Tenaga/Damage
|
||||||
stat.itemcapacity = Kapasitas Item
|
stat.itemcapacity = Kapasitas Item
|
||||||
stat.memorycapacity = Kapasitas Memori
|
stat.memorycapacity = Kapasitas Memori
|
||||||
stat.basepowergeneration = Dasar Generasi Tenaga
|
stat.basepowergeneration = Produksi Tenaga Dasar
|
||||||
stat.productiontime = Waktu Produksi
|
stat.productiontime = Waktu Produksi
|
||||||
stat.repairtime = Waktu Perbaikan Blok Penuh
|
stat.warmuptime = Warmup Time
|
||||||
|
stat.repairtime = Waktu Penuh Perbaikan Blok
|
||||||
stat.repairspeed = Kecepatan Perbaikan
|
stat.repairspeed = Kecepatan Perbaikan
|
||||||
stat.weapons = Senjata
|
stat.weapons = Senjata
|
||||||
stat.bullet = Peluru
|
stat.bullet = Peluru
|
||||||
@@ -1048,24 +1047,26 @@ stat.boosteffect = Efek Pendorong
|
|||||||
stat.maxunits = Batas Unit Aktif
|
stat.maxunits = Batas Unit Aktif
|
||||||
stat.health = Nyawa
|
stat.health = Nyawa
|
||||||
stat.armor = Pelindung
|
stat.armor = Pelindung
|
||||||
stat.buildtime = Waktu Pembuatan
|
stat.buildtime = Waktu Pembangunan
|
||||||
stat.maxconsecutive = Batas Konsekutif
|
stat.maxconsecutive = Batas Konsekutif
|
||||||
stat.buildcost = Biaya Bangunan
|
stat.buildcost = Biaya Bangunan
|
||||||
stat.inaccuracy = Melenceng
|
stat.inaccuracy = Melenceng
|
||||||
stat.shots = Tembakan
|
stat.shots = Tembakan
|
||||||
stat.reload = Kecepatan Penembakan
|
stat.reload = Laju Penembakan
|
||||||
stat.ammo = Amunisi
|
stat.ammo = Amunisi
|
||||||
stat.shieldhealth = Nyawa Perisai
|
stat.shieldhealth = Nyawa Perisai
|
||||||
stat.cooldowntime = Waktu Pendinginan
|
stat.cooldowntime = Waktu Pendinginan
|
||||||
|
stat.regenerationrate = Laju Pemulihan
|
||||||
|
stat.activationtime = Waktu Aktivasi
|
||||||
stat.explosiveness = Daya Ledak
|
stat.explosiveness = Daya Ledak
|
||||||
stat.basedeflectchance = Peluang Defleksi Dasar
|
stat.basedeflectchance = Peluang Defleksi Dasar
|
||||||
stat.lightningchance = Peluang Menghasilkan Petir
|
stat.lightningchance = Peluang Menghasilkan Petir
|
||||||
stat.lightningdamage = Damage Petir
|
stat.lightningdamage = Damage Petir
|
||||||
stat.flammability = Daya Bakar
|
stat.flammability = Daya Bakar
|
||||||
stat.radioactivity = Daya Radioaktif
|
stat.radioactivity = Radioaktivitas
|
||||||
stat.charge = Setruman
|
stat.charge = Setruman
|
||||||
stat.heatcapacity = Kapasitas Panas
|
stat.heatcapacity = Kapasitas Panas
|
||||||
stat.viscosity = Kelekatan
|
stat.viscosity = Kekentalan
|
||||||
stat.temperature = Suhu
|
stat.temperature = Suhu
|
||||||
stat.speed = Kecepatan
|
stat.speed = Kecepatan
|
||||||
stat.buildspeed = Kecepatan Membangun
|
stat.buildspeed = Kecepatan Membangun
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Tingkat Tambang
|
|||||||
stat.payloadcapacity = Kapasitas Muatan
|
stat.payloadcapacity = Kapasitas Muatan
|
||||||
stat.abilities = Kemampuan
|
stat.abilities = Kemampuan
|
||||||
stat.canboost = Memiliki Pendorong
|
stat.canboost = Memiliki Pendorong
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Terbang
|
stat.flying = Terbang
|
||||||
stat.ammouse = Penggunaan Amunisi
|
stat.ammouse = Penggunaan Amunisi
|
||||||
stat.ammocapacity = Kapasitas Amunisi
|
stat.ammocapacity = Kapasitas Amunisi
|
||||||
@@ -1082,7 +1084,7 @@ stat.healthmultiplier = Penggandaan Nyawa
|
|||||||
stat.speedmultiplier = Penggandaan Kecepatan
|
stat.speedmultiplier = Penggandaan Kecepatan
|
||||||
stat.reloadmultiplier = Penggandaan Isi Ulang
|
stat.reloadmultiplier = Penggandaan Isi Ulang
|
||||||
stat.buildspeedmultiplier = Penggandaan Kecepatan Membangun
|
stat.buildspeedmultiplier = Penggandaan Kecepatan Membangun
|
||||||
stat.reactive = Reaksi
|
stat.reactive = Reaktif
|
||||||
stat.immunities = Kekebalan
|
stat.immunities = Kekebalan
|
||||||
stat.healing = Menyembuhkan
|
stat.healing = Menyembuhkan
|
||||||
stat.efficiency = [stat]{0}% Efisiensi
|
stat.efficiency = [stat]{0}% Efisiensi
|
||||||
@@ -1094,24 +1096,24 @@ ability.repairfield.description = Memperbaiki unit terdekat
|
|||||||
ability.statusfield = Bidang Status
|
ability.statusfield = Bidang Status
|
||||||
ability.statusfield.description = Menerapkan efek status ke unit terdekat
|
ability.statusfield.description = Menerapkan efek status ke unit terdekat
|
||||||
ability.unitspawn = Pabrik
|
ability.unitspawn = Pabrik
|
||||||
ability.unitspawn.description = Membangun unit
|
ability.unitspawn.description = Memproduksi unit
|
||||||
ability.shieldregenfield = Bidang Regenerasi Perisai
|
ability.shieldregenfield = Bidang Pemulihan Perisai
|
||||||
ability.shieldregenfield.description = Meregenerasi perisai unit di sekitarnya
|
ability.shieldregenfield.description = Memulihkan perisai unit di sekitarnya
|
||||||
ability.movelightning = Pergerakan Petir
|
ability.movelightning = Pergerakan Petir
|
||||||
ability.movelightning.description = Melepaskan petir saat bergerak
|
ability.movelightning.description = Melepaskan petir saat bergerak
|
||||||
ability.armorplate = Pelindung Baja
|
ability.armorplate = Pelat Baja
|
||||||
ability.armorplate.description = Mengurangi damage 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 dalam busur yang menyerap atau menangkis peluru, misil, dan unit
|
ability.shieldarc.description = Memproyeksikan perisai dalam busur yang menyerap atau menangkis peluru, misil, dan unit
|
||||||
ability.suppressionfield = Bidang Penahan Regen
|
ability.suppressionfield = Bidang Penahan Perbaikan
|
||||||
ability.suppressionfield.description = Menghentikan bangunan perbaikan di sekitarnya
|
ability.suppressionfield.description = Menghentikan bangunan perbaikan dan menara pembangun di sekitarnya
|
||||||
ability.energyfield = Bidang Energi
|
ability.energyfield = Bidang Energi
|
||||||
ability.energyfield.description = Menyengat musuh di sekitar
|
ability.energyfield.description = Menyengat musuh di sekitar
|
||||||
ability.energyfield.healdescription = Menyengat musuh di sekitar dan menyembuhkan sekutu
|
ability.energyfield.healdescription = Menyengat musuh di sekitar dan memulihkan unit sekutu
|
||||||
ability.regen = Regenerasi Diri Sendiri
|
ability.regen = Pemulihan Diri Sendiri
|
||||||
ability.regen.description = Meregenerasi nyawa sendiri secara terus menerus
|
ability.regen.description = Memulihkan nyawa diri sendiri secara terus menerus
|
||||||
ability.liquidregen = Penyerapan Cairan
|
ability.liquidregen = Penyerapan Cairan
|
||||||
ability.liquidregen.description = Menyerap cairan untuk menyembuhkan dirinya sendiri
|
ability.liquidregen.description = Menyerap cairan untuk memulihkan dirinya sendiri
|
||||||
ability.spawndeath = Kematian-Munculkan
|
ability.spawndeath = Kematian-Munculkan
|
||||||
ability.spawndeath.description = Melepaskan unit saat mati
|
ability.spawndeath.description = Melepaskan unit saat mati
|
||||||
ability.liquidexplode = Kematian-Tumpahkan
|
ability.liquidexplode = Kematian-Tumpahkan
|
||||||
@@ -1120,7 +1122,7 @@ ability.liquidexplode.description = Menumpahkan cairan saat mati
|
|||||||
ability.stat.firingrate = [stat]{0}/dtk[lightgray] laju penembakan
|
ability.stat.firingrate = [stat]{0}/dtk[lightgray] laju penembakan
|
||||||
ability.stat.regen = [stat]{0}[lightgray] nyawa/detik
|
ability.stat.regen = [stat]{0}[lightgray] nyawa/detik
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] nyawa/denyut
|
ability.stat.pulseregen = [stat]{0}[lightgray] nyawa/denyut
|
||||||
ability.stat.shield = [stat]{0}[lightgray] perisai
|
ability.stat.shield = [stat]{0}[lightgray] nyawa perisai
|
||||||
ability.stat.repairspeed = [stat]{0}/dtk[lightgray] kecepatan perbaikan
|
ability.stat.repairspeed = [stat]{0}/dtk[lightgray] kecepatan perbaikan
|
||||||
ability.stat.deflectchance = [stat]{0}%[lightgray] peluang defleksi
|
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
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Jeda Peluncuran
|
|||||||
bar.input = Masukan
|
bar.input = Masukan
|
||||||
bar.output = Keluaran
|
bar.output = Keluaran
|
||||||
bar.strength = [stat]{0}[lightgray]x penguatan
|
bar.strength = [stat]{0}[lightgray]x penguatan
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] waktu pulih
|
||||||
|
bar.activationtimer = Aktif dalam {0}
|
||||||
|
bar.activated = Aktif
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] damage
|
bullet.damage = [stat]{0}[lightgray] damage
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray] ubin
|
bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray] ubin
|
||||||
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.armorweakness = [red]{0}%[lightgray] melemahkan pelindung
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] menembus pelindung
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-pelindung
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
||||||
bullet.suppression = [stat]{0}[lightgray] detik penahanan perbaikan ~ [stat]{1}[lightgray] ubin
|
bullet.suppression = [stat]{0}[lightgray] detik penahan perbaikan ~ [stat]{1}[lightgray] ubin
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
||||||
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] damage bangunan
|
bullet.buildingdamage = [stat]{0}%[lightgray] damage bangunan
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] damage perisai
|
bullet.shielddamage = [stat]{0}%[lightgray] damage perisai
|
||||||
bullet.knockback = [stat]{0}[lightgray] terdorong
|
bullet.knockback = [stat]{0}[lightgray] terdorong
|
||||||
bullet.pierce = [stat]{0}[lightgray]x tembus
|
bullet.pierce = [stat]{0}[lightgray]x tembus
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = unit zat cair/detik
|
|||||||
unit.itemssecond = item/detik
|
unit.itemssecond = item/detik
|
||||||
unit.liquidunits = unit zat cair
|
unit.liquidunits = unit zat cair
|
||||||
unit.powerunits = unit tenaga
|
unit.powerunits = unit tenaga
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unit panas
|
unit.heatunits = unit panas
|
||||||
unit.degrees = derajat
|
unit.degrees = derajat
|
||||||
unit.seconds = detik
|
unit.seconds = detik
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = jt
|
|||||||
unit.billions = m
|
unit.billions = m
|
||||||
unit.shots = tembakan
|
unit.shots = tembakan
|
||||||
unit.pershot = /tembakan
|
unit.pershot = /tembakan
|
||||||
|
unit.perleg = per kaki
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Kegunaan
|
category.purpose = Kegunaan
|
||||||
category.general = Umum
|
category.general = Umum
|
||||||
category.power = Tenaga
|
category.power = Tenaga
|
||||||
@@ -1238,7 +1258,7 @@ setting.buildautopause.name = Jeda Otomatis ketika Membangun
|
|||||||
setting.doubletapmine.name = Ketuk Dua Kali untuk Menambang
|
setting.doubletapmine.name = Ketuk Dua Kali untuk Menambang
|
||||||
setting.commandmodehold.name = Tahan Untuk Mode Perintah
|
setting.commandmodehold.name = Tahan Untuk Mode Perintah
|
||||||
setting.distinctcontrolgroups.name = Batasi Satu Grup Kontrol Per Unit
|
setting.distinctcontrolgroups.name = Batasi Satu Grup Kontrol Per Unit
|
||||||
setting.modcrashdisable.name = Matikan Mod Ketika Ada Masalah Saat Memulai Game
|
setting.modcrashdisable.name = Nonaktifkan Mod Ketika Ada Masalah Saat Memulai Game
|
||||||
setting.animatedwater.name = Animasi Perairan
|
setting.animatedwater.name = Animasi Perairan
|
||||||
setting.animatedshields.name = Animasi Perisai
|
setting.animatedshields.name = Animasi Perisai
|
||||||
setting.playerindicators.name = Indikasi Pemain
|
setting.playerindicators.name = Indikasi Pemain
|
||||||
@@ -1342,7 +1362,7 @@ keybind.unit_stance_ram.name = Posisi Unit: Tabrak
|
|||||||
|
|
||||||
keybind.unit_command_move.name = Perintah Unit: Bergerak
|
keybind.unit_command_move.name = Perintah Unit: Bergerak
|
||||||
keybind.unit_command_repair.name = Perintah Unit: Perbaiki
|
keybind.unit_command_repair.name = Perintah Unit: Perbaiki
|
||||||
keybind.unit_command_rebuild.name = Perintah Unit: Bangun kembali
|
keybind.unit_command_rebuild.name = Perintah Unit: Bangun Kembali
|
||||||
keybind.unit_command_assist.name = Perintah Unit: Ikuti Player
|
keybind.unit_command_assist.name = Perintah Unit: Ikuti Player
|
||||||
keybind.unit_command_mine.name = Perintah Unit: Menambang
|
keybind.unit_command_mine.name = Perintah Unit: Menambang
|
||||||
keybind.unit_command_boost.name = Perintah Unit: Mendorong
|
keybind.unit_command_boost.name = Perintah Unit: Mendorong
|
||||||
@@ -1354,7 +1374,7 @@ keybind.unit_command_loop_payload.name = Perintah Unit: Perulangan Transfer Unit
|
|||||||
|
|
||||||
keybind.rebuild_select.name = Membangun Ulang Wilayah
|
keybind.rebuild_select.name = Membangun Ulang Wilayah
|
||||||
keybind.schematic_select.name = Pilih Daerah
|
keybind.schematic_select.name = Pilih Daerah
|
||||||
keybind.schematic_menu.name = Menu Skema
|
keybind.schematic_menu.name = Menu Skematik
|
||||||
keybind.schematic_flip_x.name = Balik Skematik Horizontal
|
keybind.schematic_flip_x.name = Balik Skematik Horizontal
|
||||||
keybind.schematic_flip_y.name = Balik Skematik Vertikal
|
keybind.schematic_flip_y.name = Balik Skematik Vertikal
|
||||||
keybind.category_prev.name = Kategori Sebelumnya
|
keybind.category_prev.name = Kategori Sebelumnya
|
||||||
@@ -1426,11 +1446,13 @@ rules.hidebannedblocks = Sembunyikan Blok Terlarang
|
|||||||
rules.infiniteresources = Sumber Daya Tak Terbatas
|
rules.infiniteresources = Sumber Daya Tak Terbatas
|
||||||
rules.fillitems = Isi Inti Dengan Sumber Daya
|
rules.fillitems = Isi Inti Dengan Sumber Daya
|
||||||
rules.onlydepositcore = Hanya Izinkan Penyetoran Inti
|
rules.onlydepositcore = Hanya Izinkan Penyetoran Inti
|
||||||
rules.derelictrepair = Izinkan Perbaikan Blok
|
rules.coreunloaders = Izinkan Pembongkar Inti
|
||||||
|
rules.coreunloaders.info = Saat diaktifkan, pembongkar Serpulo dapat mengambil item dari inti.\nTidak memengaruhi pipa pembongkar Erekir.
|
||||||
|
rules.derelictrepair = Izinkan Perbaikan Blok Derelik
|
||||||
rules.reactorexplosions = Ledakan Reaktor
|
rules.reactorexplosions = Ledakan Reaktor
|
||||||
rules.coreincinerates = Penghangusan Luapan Inti
|
rules.coreincinerates = Penghangusan Luapan Inti
|
||||||
rules.disableworldprocessors = Nonaktifkan Prosesor Dunia
|
rules.disableworldprocessors = Nonaktifkan Prosesor Dunia
|
||||||
rules.schematic = Skema Diperbolehkan
|
rules.schematic = Skematik Diperbolehkan
|
||||||
rules.wavetimer = Pengaturan Waktu Gelombang
|
rules.wavetimer = Pengaturan Waktu Gelombang
|
||||||
rules.wavesending = Pengiriman Gelombang
|
rules.wavesending = Pengiriman Gelombang
|
||||||
rules.allowedit = Izinkan Aturan Pengeditan
|
rules.allowedit = Izinkan Aturan Pengeditan
|
||||||
@@ -1447,6 +1469,8 @@ rules.buildaitier = Tingkat A.I. Pembangun
|
|||||||
rules.rtsai = A.I. RTS [red](WIP)
|
rules.rtsai = A.I. RTS [red](WIP)
|
||||||
rules.rtsai.campaign = A.I. Serangan RTS
|
rules.rtsai.campaign = A.I. Serangan RTS
|
||||||
rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
|
rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
|
||||||
|
rules.clearsectoronloss = Bersihkan Sektor Setelah Kalah
|
||||||
|
rules.clearsectoronloss.info = Ketika suatu sektor telah dikalahkan oleh musuh, semua bangunan pemain dari percobaan sebelumnya akan dihilangkan.
|
||||||
rules.rtsminsquadsize = Ukuran Regu Minimum
|
rules.rtsminsquadsize = Ukuran Regu Minimum
|
||||||
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
||||||
rules.rtsminattackweight = Berat Serangan Minimum
|
rules.rtsminattackweight = Berat Serangan Minimum
|
||||||
@@ -1454,15 +1478,22 @@ rules.cleanupdeadteams = Bersihkan Bangunan Tim yang Kalah (PvP)
|
|||||||
rules.corecapture = Kuasai Inti Saat Penghancuran
|
rules.corecapture = Kuasai Inti Saat Penghancuran
|
||||||
rules.polygoncoreprotection = Poligon Pelindung Inti
|
rules.polygoncoreprotection = Poligon Pelindung Inti
|
||||||
rules.placerangecheck = Pemeriksaan Jarak Penempatan
|
rules.placerangecheck = Pemeriksaan Jarak Penempatan
|
||||||
|
rules.protectcores = Lindungi Inti
|
||||||
|
rules.protectcores.info = Saat dinonaktifkan, radius dilarang membangun disekitar inti tidak akan memengaruhi tim ini.\nPemain tidak akan dimasukkan ke tim yang tidak dilindungi.
|
||||||
|
rules.checkplacement = Periksa Penempatan
|
||||||
|
rules.checkplacement.info = Saat dinonaktifkan, bangunan tim ini akan diabaikan dalam pemeriksaan jarak penempatan.
|
||||||
rules.enemyCheat = Sumber Daya Musuh Tak Terbatas
|
rules.enemyCheat = Sumber Daya Musuh Tak Terbatas
|
||||||
rules.blockhealthmultiplier = Penggandaan Nyawa Blok
|
rules.blockhealthmultiplier = Penggandaan Nyawa Blok
|
||||||
rules.blockdamagemultiplier = Penggandaan Damage Blok
|
rules.blockdamagemultiplier = Penggandaan Damage Blok
|
||||||
rules.unitbuildspeedmultiplier = Penggandaan Kecepatan Pembuatan Unit
|
rules.unitbuildspeedmultiplier = Penggandaan Kecepatan Produksi Unit
|
||||||
rules.unitcostmultiplier = Penggandaan Bahan Pembuatan Unit
|
rules.unitcostmultiplier = Penggandaan Bahan Produksi Unit
|
||||||
rules.unithealthmultiplier = Penggandaan Nyawa Unit
|
rules.unithealthmultiplier = Penggandaan Nyawa Unit
|
||||||
rules.unitdamagemultiplier = Penggandaan Damage Unit
|
rules.unitdamagemultiplier = Penggandaan Damage Unit
|
||||||
rules.unitcrashdamagemultiplier = Penggandaan Damage Jatuhnya Unit
|
rules.unitcrashdamagemultiplier = Penggandaan Damage Jatuhnya Unit
|
||||||
rules.unitminespeedmultiplier = Penggandaan Kecepatan Unit Menambang
|
rules.unitminespeedmultiplier = Penggandaan Kecepatan Unit Menambang
|
||||||
|
rules.logicunitcontrol = Logika Kontrol Unit
|
||||||
|
rules.logicunitbuild = Logika Unit Membangun
|
||||||
|
rules.logicunitdeconstruct = Logika Unit Dekonstruksi
|
||||||
rules.solarmultiplier = Penggandaan Tenaga Surya
|
rules.solarmultiplier = Penggandaan Tenaga Surya
|
||||||
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
||||||
rules.unitpayloadsexplode = Muatan yang Dibawa Meledak Bersama Unit
|
rules.unitpayloadsexplode = Muatan yang Dibawa Meledak Bersama Unit
|
||||||
@@ -1495,7 +1526,7 @@ rules.invasions = Invasi Sektor Musuh
|
|||||||
rules.legacylaunchpads = Mekanisme Alas Peluncur Warisan
|
rules.legacylaunchpads = Mekanisme Alas Peluncur Warisan
|
||||||
rules.legacylaunchpads.info = Mengizinkan penggunaan alas peluncur tanpa alas pendaratan, seperti pada versi 7.0.
|
rules.legacylaunchpads.info = Mengizinkan penggunaan alas peluncur tanpa alas pendaratan, seperti pada versi 7.0.
|
||||||
landingpad.legacy.disabled = [scarlet]\ue815 Nonaktifkan[lightgray] (Alas Peluncur Warisan diaktifkan)
|
landingpad.legacy.disabled = [scarlet]\ue815 Nonaktifkan[lightgray] (Alas Peluncur Warisan diaktifkan)
|
||||||
rules.showspawns = Tampilkan Titik Pendaratan Musuh
|
rules.showspawns = Tampilkan Zona Pendaratan Musuh
|
||||||
rules.randomwaveai = Gelombang AI yang Tak Terduga
|
rules.randomwaveai = Gelombang AI yang Tak Terduga
|
||||||
rules.fire = Api
|
rules.fire = Api
|
||||||
rules.anyenv = <Apapun>
|
rules.anyenv = <Apapun>
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Membuat unit yang muncul dalam gelombang menargetkan s
|
|||||||
rules.placerangecheck.info = Mencegah pemain menempatkan apa pun di dekat bangunan musuh.\nKetika mencoba memasang menara, jangkauannya akan ditingkatkan sehingga menara tidak akan bisa menjangkau musuh.
|
rules.placerangecheck.info = Mencegah pemain menempatkan apa pun di dekat bangunan musuh.\nKetika mencoba memasang menara, jangkauannya akan ditingkatkan sehingga menara tidak akan bisa menjangkau musuh.
|
||||||
rules.onlydepositcore.info = Mencegah unit menyimpan bahan ke dalam bangunan apa pun kecuali inti.
|
rules.onlydepositcore.info = Mencegah unit menyimpan bahan ke dalam bangunan apa pun kecuali inti.
|
||||||
|
|
||||||
content.item.name = Bahan
|
database-category.item = Bahan
|
||||||
content.liquid.name = Zat Cair
|
database-category.liquid = Zat Cair
|
||||||
content.unit.name = Unit
|
database-category.unit = Unit
|
||||||
content.block.name = Blok
|
database-category.block = Blok
|
||||||
content.status.name = Status Efek
|
database-category.status = Status Efek
|
||||||
content.sector.name = Sektor
|
database-category.sector = Sektor
|
||||||
content.team.name = Faksi
|
database-category.team = Faksi
|
||||||
|
|
||||||
|
database-tag.turret = Menara
|
||||||
|
database-tag.production = Produksi
|
||||||
|
database-tag.distribution = Distribusi
|
||||||
|
database-tag.liquid = Perairan
|
||||||
|
database-tag.power = Kelistrikan
|
||||||
|
database-tag.defense = Pertahanan
|
||||||
|
database-tag.crafting = Kerajinan
|
||||||
|
database-tag.units = Pabrik Unit
|
||||||
|
database-tag.effect = Utilitas
|
||||||
|
database-tag.logic = Logika
|
||||||
|
database-tag.unit-air = Udara
|
||||||
|
database-tag.unit-naval = Laut
|
||||||
|
database-tag.unit-ground = Darat
|
||||||
|
|
||||||
wallore = (Dinding)
|
wallore = (Dinding)
|
||||||
|
|
||||||
@@ -1650,7 +1695,7 @@ block.kiln.name = Pembakar
|
|||||||
block.graphite-press.name = Pencetak Grafit
|
block.graphite-press.name = Pencetak Grafit
|
||||||
block.multi-press.name = Multi-Cetak
|
block.multi-press.name = Multi-Cetak
|
||||||
block.constructing = {0} [lightgray](Membangun)
|
block.constructing = {0} [lightgray](Membangun)
|
||||||
block.spawn.name = Titik Pendaratan Musuh
|
block.spawn.name = Zona Pendaratan Musuh
|
||||||
block.remove-wall.name = Hapus Dinding
|
block.remove-wall.name = Hapus Dinding
|
||||||
block.remove-ore.name = Hapus Bijih
|
block.remove-ore.name = Hapus Bijih
|
||||||
block.core-shard.name = Inti: Shard
|
block.core-shard.name = Inti: Shard
|
||||||
@@ -1670,7 +1715,7 @@ block.snow.name = Salju
|
|||||||
block.crater-stone.name = Kawah
|
block.crater-stone.name = Kawah
|
||||||
block.sand-water.name = Air pada Pasir
|
block.sand-water.name = Air pada Pasir
|
||||||
block.darksand-water.name = Air pada Pasir Hitam
|
block.darksand-water.name = Air pada Pasir Hitam
|
||||||
block.char.name = Bara
|
block.char.name = Bara Hangus
|
||||||
block.dacite.name = Dasit
|
block.dacite.name = Dasit
|
||||||
block.rhyolite.name = Riolit
|
block.rhyolite.name = Riolit
|
||||||
block.dacite-wall.name = Dinding Dasit
|
block.dacite-wall.name = Dinding Dasit
|
||||||
@@ -1754,7 +1799,7 @@ block.inverted-sorter.name = Penyortir Terbalik
|
|||||||
block.message.name = Pesan
|
block.message.name = Pesan
|
||||||
block.reinforced-message.name = Pesan yang Diperkuat
|
block.reinforced-message.name = Pesan yang Diperkuat
|
||||||
block.world-message.name = Pesan Dunia
|
block.world-message.name = Pesan Dunia
|
||||||
block.world-switch.name = Saklar Dunia
|
block.world-switch.name = Sakelar Dunia
|
||||||
block.illuminator.name = Lampu
|
block.illuminator.name = Lampu
|
||||||
block.overflow-gate.name = Gerbang Luapan
|
block.overflow-gate.name = Gerbang Luapan
|
||||||
block.underflow-gate.name = Gerbang Luapan Terbalik
|
block.underflow-gate.name = Gerbang Luapan Terbalik
|
||||||
@@ -1764,7 +1809,7 @@ block.pulverizer.name = Penghancur
|
|||||||
block.cryofluid-mixer.name = Pencampur Kriogenik
|
block.cryofluid-mixer.name = Pencampur Kriogenik
|
||||||
block.melter.name = Pencair
|
block.melter.name = Pencair
|
||||||
block.incinerator.name = Insinerator
|
block.incinerator.name = Insinerator
|
||||||
block.spore-press.name = Penekan Spora
|
block.spore-press.name = Pencetak Spora
|
||||||
block.separator.name = Pemisah Rongsokan
|
block.separator.name = Pemisah Rongsokan
|
||||||
block.coal-centrifuge.name = Sentrifugal Batu Bara
|
block.coal-centrifuge.name = Sentrifugal Batu Bara
|
||||||
block.power-node.name = Simpul Tenaga
|
block.power-node.name = Simpul Tenaga
|
||||||
@@ -1862,11 +1907,11 @@ block.silicon-crucible.name = Tungku Peleburan Silikon
|
|||||||
block.overdrive-dome.name = Kubah Proyektor Pemercepat
|
block.overdrive-dome.name = Kubah Proyektor Pemercepat
|
||||||
block.interplanetary-accelerator.name = Akselerator Antarplanet
|
block.interplanetary-accelerator.name = Akselerator Antarplanet
|
||||||
block.constructor.name = Konstruktor
|
block.constructor.name = Konstruktor
|
||||||
block.constructor.description = Membuat bangunan hingga ubin berukuran 2x2.
|
block.constructor.description = Mengonstruksi bangunan hingga ubin berukuran 2x2.
|
||||||
block.large-constructor.name = Konstruktor Besar
|
block.large-constructor.name = Konstruktor Besar
|
||||||
block.large-constructor.description = Membuat bangunan hingga ubin berukuran 4x4.
|
block.large-constructor.description = Mengonstruksi bangunan hingga ubin berukuran 4x4.
|
||||||
block.deconstructor.name = Dekonstruktor Besar
|
block.deconstructor.name = Dekonstruktor Besar
|
||||||
block.deconstructor.description = Mendekonstruksi bangunan dan unit. Mengembalikan 100% dari biaya pembuatan.
|
block.deconstructor.description = Mendekonstruksi bangunan dan unit. Mengembalikan 100% dari biaya pembangunan.
|
||||||
block.payload-loader.name = Pemuat Muatan
|
block.payload-loader.name = Pemuat Muatan
|
||||||
block.payload-loader.description = Memuat cairan dan item ke dalam blok.
|
block.payload-loader.description = Memuat cairan dan item ke dalam blok.
|
||||||
block.payload-unloader.name = Pembongkar Muatan
|
block.payload-unloader.name = Pembongkar Muatan
|
||||||
@@ -1964,10 +2009,10 @@ 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 Torium
|
block.armored-duct.name = Pipa Berlapis Tungsten
|
||||||
block.overflow-duct.name = Pipa Luapan
|
block.overflow-duct.name = Pipa Luapan
|
||||||
block.underflow-duct.name = Pipa Luapan Terbalik
|
block.underflow-duct.name = Pipa Luapan Terbalik
|
||||||
block.duct-unloader.name = Pipa Pembongkar Muatan
|
block.duct-unloader.name = Pipa Pembongkar
|
||||||
block.surge-conveyor.name = Konveyor Berbahan Logam
|
block.surge-conveyor.name = Konveyor Berbahan Logam
|
||||||
block.surge-router.name = Pengarah Berbahan Logam
|
block.surge-router.name = Pengarah Berbahan Logam
|
||||||
block.unit-cargo-loader.name = Pemuat Unit Kargo
|
block.unit-cargo-loader.name = Pemuat Unit Kargo
|
||||||
@@ -1977,8 +2022,8 @@ block.reinforced-conduit.name = Saluran yang Diperkuat
|
|||||||
block.reinforced-liquid-junction.name = Persimpangan Cairan yang Diperkuat
|
block.reinforced-liquid-junction.name = Persimpangan Cairan yang Diperkuat
|
||||||
block.reinforced-bridge-conduit.name = Jembatan Saluran yang Diperkuat
|
block.reinforced-bridge-conduit.name = Jembatan Saluran yang Diperkuat
|
||||||
block.reinforced-liquid-router.name = Pengarah Cairan yang Diperkuat
|
block.reinforced-liquid-router.name = Pengarah Cairan yang Diperkuat
|
||||||
block.reinforced-liquid-container.name = Kontainer Cairan yang Diperkuatkan
|
block.reinforced-liquid-container.name = Kontainer Cairan yang Diperkuat
|
||||||
block.reinforced-liquid-tank.name = Tangki Cairan yang Diperkuatkan
|
block.reinforced-liquid-tank.name = Tangki Cairan yang Diperkuat
|
||||||
block.beam-node.name = Simpul Sinar
|
block.beam-node.name = Simpul Sinar
|
||||||
block.beam-tower.name = Menara Sinar
|
block.beam-tower.name = Menara Sinar
|
||||||
block.beam-link.name = Tautan Sinar
|
block.beam-link.name = Tautan Sinar
|
||||||
@@ -2029,7 +2074,7 @@ block.malign.name = Malign
|
|||||||
block.flux-reactor.name = Reaktor Flux
|
block.flux-reactor.name = Reaktor Flux
|
||||||
block.neoplasia-reactor.name = Reaktor Neoplasia
|
block.neoplasia-reactor.name = Reaktor Neoplasia
|
||||||
|
|
||||||
block.switch.name = Saklar
|
block.switch.name = Sakelar
|
||||||
block.micro-processor.name = Prosesor Mikro
|
block.micro-processor.name = Prosesor Mikro
|
||||||
block.logic-processor.name = Prosesor Logika
|
block.logic-processor.name = Prosesor Logika
|
||||||
block.hyper-processor.name = Prosesor Raksasa
|
block.hyper-processor.name = Prosesor Raksasa
|
||||||
@@ -2057,7 +2102,7 @@ hint.desktopPause = Tekan [accent][[Spasi][] untuk menjeda dan menghentikan jeda
|
|||||||
hint.breaking = [accent]Klik Kanan[] dan seret untuk menghancurkan blok.
|
hint.breaking = [accent]Klik Kanan[] dan seret untuk menghancurkan blok.
|
||||||
hint.breaking.mobile = Aktifkan :hammer: [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
hint.breaking.mobile = Aktifkan :hammer: [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
||||||
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
||||||
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya.
|
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya, atau diperbaiki.
|
||||||
hint.research = Gunakan tombol :tree: [accent]Penelitian[] untuk mempelajari teknologi baru.
|
hint.research = Gunakan tombol :tree: [accent]Penelitian[] untuk mempelajari teknologi baru.
|
||||||
hint.research.mobile = Gunakan tombol :tree: [accent]Penelitian[] di :menu: [accent]Menu[] untuk mempelajari teknologi baru.
|
hint.research.mobile = Gunakan tombol :tree: [accent]Penelitian[] di :menu: [accent]Menu[] untuk mempelajari teknologi baru.
|
||||||
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = Menara [accent]Wave[] yang terisi dengan air akan memadamkan api
|
|||||||
hint.generator = :combustion-generator: [accent]Generator Pembakar[] membakar batu bara dan menghasilkan energi ke blok yang berdekatan.\n\nTransmisi energi dapat diperluas dengan :power-node: [accent]Simpul Daya[].
|
hint.generator = :combustion-generator: [accent]Generator Pembakar[] membakar batu bara dan menghasilkan energi ke blok yang berdekatan.\n\nTransmisi energi dapat diperluas dengan :power-node: [accent]Simpul Daya[].
|
||||||
hint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak efektif[].\n\nGunakan menara yang lebih bagus atau amunisi yang lebih kuat seperti :graphite: [accent]Grafit[] :duo:Duo/:salvo:Salvo untuk menghancurkan Penjaga.
|
hint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak efektif[].\n\nGunakan menara yang lebih bagus atau amunisi yang lebih kuat seperti :graphite: [accent]Grafit[] :duo:Duo/:salvo:Salvo untuk menghancurkan Penjaga.
|
||||||
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan Inti yang lebih besar di atasnya[].\n\nLetakkan sebuah inti :core-foundation: [accent]Foundation[] diatas inti :core-shard: [accent]Shard[]. Pastikan terdapat ruang kosong dari bangunan yang lain.
|
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan Inti yang lebih besar di atasnya[].\n\nLetakkan sebuah inti :core-foundation: [accent]Foundation[] diatas inti :core-shard: [accent]Shard[]. Pastikan terdapat ruang kosong dari bangunan yang lain.
|
||||||
|
hint.serpuloCoreZone = [accent]Inti[] :core-shard: tambahan dapat dibangun di atas ubin :core-zone: [accent]Zona Inti[].
|
||||||
hint.cannotUpgrade = Ikon [red]:tree:[] di atas pabrik unit menunjukkan bahwa versi yang ditingkatkan belum diteliti.\n\nPeningkatan unit harus diteliti di [accent]:tree: pohon teknologi[] sebelum dapat diproduksi di rekonstruktor.
|
hint.cannotUpgrade = Ikon [red]:tree:[] di atas pabrik unit menunjukkan bahwa versi yang ditingkatkan belum diteliti.\n\nPeningkatan unit harus diteliti di [accent]:tree: pohon teknologi[] sebelum dapat diproduksi di rekonstruktor.
|
||||||
hint.presetLaunch = [accent]Zona pendaratan[] yang berwarna abu-abu, seperti [accent]Hutan Beku[] dapat diluncurkan dari mana saja. Sektor seperti ini tidak perlu diluncurkan dari sektor terdekat milik Anda.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bersifat [accent]opsional[].
|
hint.presetLaunch = [accent]Zona pendaratan[] yang berwarna abu-abu, seperti [accent]Hutan Beku[] dapat diluncurkan dari mana saja. Sektor seperti ini tidak perlu diluncurkan dari sektor terdekat milik Anda.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bersifat [accent]opsional[].
|
||||||
hint.presetDifficulty = Sektor ini memiliki [scarlet]tingkat ancaman musuh yang tinggi[].\nMeluncurkan ke sektor tersebut [accent]tidak disarankan[] tanpa teknologi yang sesuai dan persiapan yang matang.
|
hint.presetDifficulty = Sektor ini memiliki [scarlet]tingkat ancaman musuh yang tinggi[].\nMeluncurkan ke sektor tersebut [accent]tidak disarankan[] tanpa teknologi yang sesuai dan persiapan yang matang.
|
||||||
@@ -2101,12 +2147,40 @@ gz.duoammo = Suplai menara Duo dengan [accent]tembaga[], menggunakan konveyor.
|
|||||||
gz.walls = [accent]Dinding[] dapat menahan damage yang mencapai bangunan lain.\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 dijatuhkan 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. Bersiaplah.
|
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]menguasai sektor[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Gunakan [accent]unit[] untuk mempertahankan bangunan dan menyerang musuh.\nTeliti dan tempatkan :ground-factory: [accent]pabrik unit darat[].
|
||||||
|
fungalpass.tutorial2 = Pilih unit :dagger: [accent]Dagger[] di pabrik.\nProduksi 3 Unit.
|
||||||
|
|
||||||
|
frontier.tutorial1 = Pabrik :additive-reconstructor: [accent]Rekonstruktor Aditif[]\nmeningkatkan unit tingkat 1 ke tingkat 2\nmenggunakan :silicon: silikon dan :graphite: grafit.\n\n[accent]Teliti dan rekonstruksi\nunit []:dagger:[accent] dagger menjadi unit []:mace:[accent] mace[].
|
||||||
|
frontier.tutorial2 = Musuh mengirimkan gelombang [accent]tanpa henti[] sampai semua inti musuh [unlaunched]dihancurkan[].
|
||||||
|
frontier.tutorial3 = [accent]Serang markas musuh secepat mungkin untuk mencegah gelombang menjadi terlalu tinggi[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Hancurkan 2 [accent]inti foundation[] musuh terlebih dahulu.\n[accent]Dapatkan akses ke torium[].
|
||||||
|
atolls.mega1 = Masuk ke [accent]mode perintah[] dan pilih unit :mega: [accent]Mega[].
|
||||||
|
atolls.mega2 = Pilih perintah \ue87b [accent]Muat Unit[] untuk memerintahkan unit Mega mengambil unit darat.
|
||||||
|
atolls.mega3 = Perintahkan unit Mega untuk bergerak, lalu berhenti [accent]di atas[] unit darat agar dapat dimuat.
|
||||||
|
atolls.mega4 = [accent]Kerahkan unit darat di sini untuk menyerang[].
|
||||||
|
atolls.mega5 = Pilih perintah \ue879 [accent]Turunkan Muatan[] untuk memerintahkan unit Mega menurunkan unit yang dibawanya.
|
||||||
|
atolls.mega6 = Unit akan [accent]diturunkan secara otomatis[] saat perintah \ue879 [accent]Turunkan Muatan[] dipilih.
|
||||||
|
atolls.mega7 = Unit Mega [accent]tidak akan[] menurunkan unit darat saat mereka berada di atas tembok atau perairan dalam.
|
||||||
|
atolls.mega8 = [accent]Kerahkan unit laut disini untuk menyerang[].
|
||||||
|
atolls.attack1 = 1: Kerahkan unit darat di sini untuk menyerang dari lokasi ini.
|
||||||
|
atolls.attack2 = 2: Cara alternatif, kerahkan unit laut di sini untuk melancarkan serangan kejutan.
|
||||||
|
atolls.carry1 = Mengangkut unit darat memerlukan unit :mega: [accent]Mega[].
|
||||||
|
atolls.carry2 = 1: Perintahkan unit Mega untuk bergerak, lalu [accent]berhenti di atas[] unit darat.
|
||||||
|
atolls.carry3 = 2: Pilih perintah \ue87b [accent]Muat Unit[] untuk mengambil unit darat dengan unit Mega.
|
||||||
|
atolls.carry4 = 3: Perintahkan unit Mega yang telah [accent]dimuat dengan unit[].
|
||||||
|
atolls.carry5 = 4: Pilih perintah \ue879 [accent]'Turunkan Muatan'[] agar unit Mega menurunkan unit darat yang dibawanya.
|
||||||
|
atolls.carry6 = Langkah-langkah ini dapat ditinjau [accent]di sini[].
|
||||||
|
atolls.carry7 = Ikuti petunjuk ini untuk mengerahkan lebih banyak unit dari udara di dekat markas musuh.
|
||||||
|
atolls.noairunit = Markas ini terlalu kokoh untuk dihancurkan dengan unit udara.
|
||||||
|
atolls.2strategies = Ada dua strategi untuk menghancurkan markas ini.
|
||||||
|
|
||||||
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.
|
||||||
onset.mine.mobile = Ketuk untuk menambang :beryllium: [accent]berilium[] dari dinding.
|
onset.mine.mobile = Ketuk untuk menambang :beryllium: [accent]berilium[] dari dinding.
|
||||||
@@ -2118,7 +2192,7 @@ onset.ducts.mobile = Riset dan tempatkan :duct: [accent]saluran[] untuk memindah
|
|||||||
onset.moremine = Perluas operasi penambangan.\nTempatkan lebih banyak Bor Plasma, nyalakan bor plasma menggunakan simpul sinar,\nlalu gunakan pipa untuk memindahkan sumber daya yang ditambang ke inti.\n\nTambang 200 berilium.
|
onset.moremine = Perluas operasi penambangan.\nTempatkan lebih banyak Bor Plasma, nyalakan bor plasma menggunakan simpul sinar,\nlalu gunakan pipa untuk memindahkan sumber daya yang ditambang ke inti.\n\nTambang 200 berilium.
|
||||||
onset.graphite = Blok yang lebih kompleks memerlukan :graphite: [accent]grafit[].\nSiapkan bor plasma untuk menambang grafit.
|
onset.graphite = Blok yang lebih kompleks memerlukan :graphite: [accent]grafit[].\nSiapkan bor plasma untuk menambang grafit.
|
||||||
onset.research2 = Mulailah meneliti [accent]bangunan pabrik[].\nRiset :cliff-crusher: [accent]penghancur tebing[] dan :silicon-arc-furnace: [accent]tungku listrik silikon[].
|
onset.research2 = Mulailah meneliti [accent]bangunan pabrik[].\nRiset :cliff-crusher: [accent]penghancur tebing[] dan :silicon-arc-furnace: [accent]tungku listrik silikon[].
|
||||||
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 memproduksi :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.\nTekan tombol "?" untuk melihat persyaratan pabrik yang dipilih.
|
onset.makeunit = Produksi sebuah unit.\nTekan tombol "?" untuk melihat persyaratan pabrik yang dipilih.
|
||||||
@@ -2127,7 +2201,7 @@ onset.turretammo = Suplai menara dengan [accent]amunisi berilium.[]
|
|||||||
onset.walls = [accent]Dinding[] dapat mencegah damage yang datang pada bangunan lain.\nTempatkan beberapa :beryllium-wall: [accent]dinding berilium[] di sekitar menara.
|
onset.walls = [accent]Dinding[] dapat mencegah damage yang datang pada bangunan lain.\nTempatkan beberapa :beryllium-wall: [accent]dinding berilium[] di sekitar menara.
|
||||||
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
||||||
onset.defenses = [accent]Siapkan pertahanan:[lightgray] {0}
|
onset.defenses = [accent]Siapkan pertahanan:[lightgray] {0}
|
||||||
onset.attack = Musuh dalam keadaan rentan diserang. Luncurkan serangan balik.
|
onset.attack = Musuh dalam keadaan rentan diserang. Lancarkan serangan balasan.
|
||||||
onset.cores = Inti baru dapat ditempatkan di [accent]ubin inti[].\nInti baru berfungsi sebagai pangkalan depan dan berbagi sumber daya dengan inti lainnya.\nTempatkan sebuah :core-bastion: inti.
|
onset.cores = Inti baru dapat ditempatkan di [accent]ubin inti[].\nInti baru berfungsi sebagai pangkalan depan dan berbagi sumber daya dengan inti lainnya.\nTempatkan sebuah :core-bastion: inti.
|
||||||
onset.detect = Musuh akan dapat mendeteksi Anda dalam 2 menit.\nSiapkan pertahanan, penambangan, dan produksi.
|
onset.detect = Musuh akan dapat mendeteksi Anda dalam 2 menit.\nSiapkan pertahanan, penambangan, dan produksi.
|
||||||
onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].\n[accent]Klik kiri dan seret[] untuk memilih unit.\n[accent]Klik kanan[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].\n[accent]Klik kiri dan seret[] untuk memilih unit.\n[accent]Klik kanan[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
||||||
@@ -2136,7 +2210,7 @@ aegis.tungsten = Tungsten dapat ditambang menggunakan [accent]bor tumbukan[].\nB
|
|||||||
|
|
||||||
split.pickup = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Tombol bawaannya ialah [ dan ] untuk mengambil dan menurunkan)
|
split.pickup = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Tombol bawaannya ialah [ dan ] untuk mengambil dan menurunkan)
|
||||||
split.pickup.mobile = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Untuk mengambil atau menurunkan sesuatu, tekan lama blok tersebut)
|
split.pickup.mobile = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Untuk mengambil atau menurunkan sesuatu, tekan lama blok tersebut)
|
||||||
split.acquire = Anda harus memperoleh beberapa tungsten untuk membangun unit.
|
split.acquire = Peroleh beberapa tungsten untuk membangun unit.
|
||||||
split.build = Unit harus diangkut ke sisi lain tembok.\nTempatkan dua [accent]Penembak Muatan Massal[], satu di setiap sisi dinding.\nHubungkan penembak muatan massal dengan menekan salah satunya, lalu pilih penembak muatan massal yang lain.
|
split.build = Unit harus diangkut ke sisi lain tembok.\nTempatkan dua [accent]Penembak Muatan Massal[], satu di setiap sisi dinding.\nHubungkan penembak muatan massal dengan menekan salah satunya, lalu pilih penembak muatan massal yang lain.
|
||||||
split.container = Mirip dengan kontainer, unit juga dapat diangkut menggunakan [accent]Penembak Muatan Massal[].\nTempatkan pabrikator meka menghadap ke penembak muatan massal untuk memuat unit,\nlalu kirim mereka melintasi dinding untuk menyerang markas musuh.
|
split.container = Mirip dengan kontainer, unit juga dapat diangkut menggunakan [accent]Penembak Muatan Massal[].\nTempatkan pabrikator meka menghadap ke penembak muatan massal untuk memuat unit,\nlalu kirim mereka melintasi dinding untuk menyerang markas musuh.
|
||||||
|
|
||||||
@@ -2155,7 +2229,7 @@ item.scrap.description = Digunakan pada Pelebur dan Penghancur untuk dimurnikan
|
|||||||
item.scrap.details = Sisa-sisa dari unit dan bangunan tua.
|
item.scrap.details = Sisa-sisa dari unit dan bangunan tua.
|
||||||
item.silicon.description = Digunakan pada panel surya, bahan elektronik yang kompleks dan amunisi yang bisa mengejar.
|
item.silicon.description = Digunakan pada panel surya, bahan elektronik yang kompleks dan amunisi yang bisa mengejar.
|
||||||
item.plastanium.description = Digunakan dalam unit canggih, isolasi dan amunisi fragmentasi.
|
item.plastanium.description = Digunakan dalam unit canggih, isolasi dan amunisi fragmentasi.
|
||||||
item.phase-fabric.description = Digunakan pada elektronik canggih dan teknologi perbaikan diri sendiri.
|
item.phase-fabric.description = Digunakan pada elektronik canggih dan teknologi pemulihan diri sendiri.
|
||||||
item.surge-alloy.description = Digunakan di pertahanan yang lebih canggih dan struktur pertahanan reaktif.
|
item.surge-alloy.description = Digunakan di pertahanan yang lebih canggih dan struktur pertahanan reaktif.
|
||||||
item.spore-pod.description = Digunakan untuk produksi minyak, bahan peledak dan bahan bakar.
|
item.spore-pod.description = Digunakan untuk produksi minyak, bahan peledak dan bahan bakar.
|
||||||
item.spore-pod.details = Spora. Sepertinya bentuk kehidupan sintetis. Menghasilkan gas beracun yang meracuni kehidupan biologis lainnya. Sangat mudah menyebar. Sangat mudah terbakar dalam kondisi tertentu.
|
item.spore-pod.details = Spora. Sepertinya bentuk kehidupan sintetis. Menghasilkan gas beracun yang meracuni kehidupan biologis lainnya. Sangat mudah menyebar. Sangat mudah terbakar dalam kondisi tertentu.
|
||||||
@@ -2175,11 +2249,11 @@ liquid.cryofluid.description = Digunakan sebagai pendingin di reaktor, menara, d
|
|||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
liquid.arkycite.description = Digunakan dalam reaksi kimia untuk pembangkit listrik dan material sintesis.
|
liquid.arkycite.description = Digunakan dalam reaksi kimia untuk pembangkit listrik dan material sintesis.
|
||||||
liquid.ozone.description = Digunakan sebagai bahan bakar dan zat pengoksidasi dalam memproduki material. Cukup eksplosif.
|
liquid.ozone.description = Digunakan sebagai bahan bakar dan zat pengoksidasi dalam memproduksi material. Cukup eksplosif.
|
||||||
liquid.hydrogen.description = Digunakan dalam ekstraksi sumber daya, produksi unit, dan perbaikan bangunan. Mudah terbakar.
|
liquid.hydrogen.description = Digunakan dalam ekstraksi sumber daya, produksi unit, dan perbaikan bangunan. Mudah terbakar.
|
||||||
liquid.cyanogen.description = Digunakan untuk amunisi, pembangunan unit canggih, dan berbagai reaksi pada blok canggih. Sangat mudah terbakar.
|
liquid.cyanogen.description = Digunakan untuk amunisi, pembangunan unit canggih, dan berbagai reaksi pada blok canggih. Sangat mudah terbakar.
|
||||||
liquid.nitrogen.description = Digunakan dalam ekstraksi sumber daya, pembuatan gas, dan produksi unit. Lembam.
|
liquid.nitrogen.description = Digunakan dalam ekstraksi sumber daya, pembuatan gas, dan produksi unit. Lembam.
|
||||||
liquid.neoplasm.description = Produk sampingan biologis yang berbahaya dari reaktor Neoplasia. Sangat cepat menyebar ketika menyentuh blok yang mengandung air yang ada di dekatnya, dan merusak blok tersebut secara perlahan. Kental.
|
liquid.neoplasm.description = Produk sampingan biologis yang berbahaya dari reaktor neoplasia. Sangat cepat menyebar ketika menyentuh blok yang mengandung air yang ada di dekatnya, dan merusak blok tersebut secara perlahan. Kental.
|
||||||
liquid.neoplasm.details = Neoplasma. Sel sintetik Massa yang membelah dengan cepat dan tak terkendali dengan konsistensi seperti lumpur. Tahan panas. Sangat berbahaya bagi bangunan apa pun yang melibatkan air.\n\nTerlalu rumit dan tidak stabil untuk analisis standar. Potensi penerapan tidak diketahui. Dianjurkan untuk dibakar pada kolam lava.
|
liquid.neoplasm.details = Neoplasma. Sel sintetik Massa yang membelah dengan cepat dan tak terkendali dengan konsistensi seperti lumpur. Tahan panas. Sangat berbahaya bagi bangunan apa pun yang melibatkan air.\n\nTerlalu rumit dan tidak stabil untuk analisis standar. Potensi penerapan tidak diketahui. Dianjurkan untuk dibakar pada kolam lava.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelik
|
block.derelict = \uf77e [lightgray]Derelik
|
||||||
@@ -2313,7 +2387,7 @@ block.spectre.description = Menembakkan peluru besar yang menembus pelindung ke
|
|||||||
block.meltdown.description = Mengisi dan menembakkan sinar laser secara terus-menerus ke musuh di sekitar. Memerlukan pendingin untuk beroperasi.
|
block.meltdown.description = Mengisi dan menembakkan sinar laser secara terus-menerus ke musuh di sekitar. Memerlukan pendingin untuk beroperasi.
|
||||||
block.foreshadow.description = Menembakkan baut besar jarak jauh yang hanya menargetkan satu musuh dengan batas nyawa tertinggi.
|
block.foreshadow.description = Menembakkan baut besar jarak jauh yang hanya menargetkan satu musuh dengan batas nyawa tertinggi.
|
||||||
block.repair-point.description = Memulihkan unit yang terluka di sekitar secara terus-menerus.
|
block.repair-point.description = Memulihkan unit yang terluka di sekitar secara terus-menerus.
|
||||||
block.segment.description = Merusakkan dan menghancurkan proyektil yang datang. Proyektil laser tidak akan ditargetkan.
|
block.segment.description = Merusakkan dan menghancurkan proyektil yang datang. Proyektil laser tidak dapat ditargetkan.
|
||||||
block.parallax.description = Menembakkan laser yang menarik target udara, juga merusaknya selama dalam proses.
|
block.parallax.description = Menembakkan laser yang menarik target udara, juga merusaknya selama dalam proses.
|
||||||
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.
|
||||||
@@ -2378,9 +2452,9 @@ block.impact-drill.description = Saat ditempatkan pada bijih, mengeluarkan bahan
|
|||||||
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.
|
||||||
block.reinforced-liquid-router.description = Mendistribusikan cairan secara merata ke semua sisi.
|
block.reinforced-liquid-router.description = Mendistribusikan cairan secara merata ke semua sisi.
|
||||||
block.reinforced-liquid-tank.description = Menyimpan sejumlah besar cairan.
|
block.reinforced-liquid-tank.description = Menyimpan jumlah cairan yang sangat banyak.
|
||||||
block.reinforced-liquid-container.description = Menyimpan jumlah cairan yang cukup besar.
|
block.reinforced-liquid-container.description = Menyimpan jumlah cairan yang banyak.
|
||||||
block.reinforced-bridge-conduit.description = Memindahkan cairan melintasi medan dan bangunan
|
block.reinforced-bridge-conduit.description = Memindahkan cairan melintasi medan dan bangunan.
|
||||||
block.reinforced-pump.description = Memompa dan mengeluarkan cairan. Memerlukan hidrogen.
|
block.reinforced-pump.description = Memompa dan mengeluarkan cairan. Memerlukan hidrogen.
|
||||||
block.beryllium-wall.description = Melindungi bangunan dari proyektil musuh.
|
block.beryllium-wall.description = Melindungi bangunan dari proyektil musuh.
|
||||||
block.beryllium-wall-large.description = Melindungi bangunan dari proyektil musuh.
|
block.beryllium-wall-large.description = Melindungi bangunan dari proyektil musuh.
|
||||||
@@ -2396,16 +2470,16 @@ block.duct.description = Memindahkan barang ke depan. Hanya mampu menyimpan satu
|
|||||||
block.armored-duct.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
|
block.armored-duct.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
|
||||||
block.duct-router.description = Mendistribusikan barang secara merata ke tiga arah. Hanya menerima barang dari sisi belakang. Dapat dikonfigurasi sebagai penyortir barang.
|
block.duct-router.description = Mendistribusikan barang secara merata ke tiga arah. Hanya menerima barang dari sisi belakang. Dapat dikonfigurasi sebagai penyortir barang.
|
||||||
block.overflow-duct.description = Hanya mengeluarkan barang ke samping jika jalur depan diblokir.
|
block.overflow-duct.description = Hanya mengeluarkan barang ke samping jika jalur depan diblokir.
|
||||||
block.duct-bridge.description = Memindahkan barang di atas medan dan bangunan
|
block.duct-bridge.description = Memindahkan barang melintasi medan dan bangunan
|
||||||
block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di belakangnya. Tidak dapat membongkar dari inti.
|
block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di belakangnya. Tidak dapat membongkar dari inti.
|
||||||
block.underflow-duct.description = Kebalikan dari pipa luapan. Mengeluarkan barang ke depan jika jalur kiri dan kanan terblokir.
|
block.underflow-duct.description = Kebalikan dari pipa luapan. Mengeluarkan barang ke depan jika jalur kiri dan kanan terblokir.
|
||||||
block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran penyeberangan.
|
block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran penyeberangan.
|
||||||
block.surge-conveyor.description = Memindahkan barang secara bertumpuk. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
block.surge-conveyor.description = Memindahkan barang secara bertumpuk. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||||
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor lonjakan. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor berbahan logam. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||||
block.unit-cargo-loader.description = Membuat unit kargo. Unit kargo secara otomatis mendistribusikan barang ke titik bongkar muatan unit kargo dengan filter yang cocok.
|
block.unit-cargo-loader.description = Memproduksi unit kargo. Unit kargo secara otomatis mendistribusikan barang ke titik bongkar muatan unit kargo dengan filter yang cocok.
|
||||||
block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan unit kargo. Menerima barang yang cocok dengan filter yang dipilih.
|
block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan unit kargo. Menerima barang yang cocok dengan filter yang dipilih.
|
||||||
block.beam-node.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan sejumlah kecil tenaga.
|
block.beam-node.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan tenaga dalam jumlah yang kecil.
|
||||||
block.beam-tower.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan sejumlah besar tenaga. Jarak jauh.
|
block.beam-tower.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan tenaga dalam jumlah yang besar. Jarak jauh.
|
||||||
block.beam-link.description = Mentransmisikan tenaga ke blok lain dengan jarak yang sangat jauh.\nHanya mampu terhubung ke struktur yang berdekatan atau tautan sinar lainnya.
|
block.beam-link.description = Mentransmisikan tenaga ke blok lain dengan jarak yang sangat jauh.\nHanya mampu terhubung ke struktur yang berdekatan atau tautan sinar lainnya.
|
||||||
block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pada ventilasi. Menghasilkan sedikit air.
|
block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pada ventilasi. Menghasilkan sedikit air.
|
||||||
block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkisit dan ozon.
|
block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkisit dan ozon.
|
||||||
@@ -2413,12 +2487,12 @@ block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar d
|
|||||||
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 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.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. Dapat menggunakan fabrik phase untuk meningkatkan efisiensi.
|
block.regen-projector.description = Perlahan menyembuhkan bangunan sekutu di perimeter persegi. Memerlukan hidrogen. Dapat menggunakan fabrik phase untuk meningkatkan efisiensi.
|
||||||
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||||
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||||
block.tank-fabricator.description = Membangun unit Stell. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
block.tank-fabricator.description = Memproduksi unit Stell. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||||
block.ship-fabricator.description = Membangun unit Elude. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
block.ship-fabricator.description = Memproduksi unit Elude. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||||
block.mech-fabricator.description = Membangun unit Merui. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
block.mech-fabricator.description = Memproduksi unit Merui. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||||
block.tank-assembler.description = Merakit Unit Tank besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
block.tank-assembler.description = Merakit Unit Tank besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
||||||
block.ship-assembler.description = Merakit Unit Kapal besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
block.ship-assembler.description = Merakit Unit Kapal besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
||||||
block.mech-assembler.description = Merakit Unit Meka besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
block.mech-assembler.description = Merakit Unit Meka besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
||||||
@@ -2460,13 +2534,13 @@ unit.eclipse.description = Menembak dua sinar laser dan rentetan peluru ke arah
|
|||||||
unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpannya ke dalam inti.
|
unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpannya ke dalam inti.
|
||||||
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
|
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
|
||||||
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
||||||
unit.quad.description = Menjatuhkan bom besar kepada target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
|
unit.quad.description = Menjatuhkan bom besar ke target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
|
||||||
unit.oct.description = Melindungi sekutu di sekitarnya dengan perisai yang dapat beregenerasi. Dapat membawa hampir semua unit darat.
|
unit.oct.description = Melindungi sekutu di sekitarnya dengan perisai. Dapat membawa hampir semua unit darat.
|
||||||
unit.risso.description = Menembak rentetan misil dan peluru ke arah musuh.
|
unit.risso.description = Menembak rentetan misil dan peluru ke arah musuh.
|
||||||
unit.minke.description = Menembak cangkang pembakar dan peluru standar ke target darat.
|
unit.minke.description = Menembak cangkang pembakar dan peluru standar ke target darat.
|
||||||
unit.bryde.description = Menembak artileri jarak jauh dan misil ke arah musuh.
|
unit.bryde.description = Menembak artileri jarak jauh dan misil ke arah musuh.
|
||||||
unit.sei.description = Menembak rentetan misil dan peluru yang dapat menembus pelindung ke arah musuh.
|
unit.sei.description = Menembak rentetan misil dan peluru yang dapat menembus pelindung ke arah musuh.
|
||||||
unit.omura.description = Menembak senapan rel jarak jauh penembus ke arah musuh. Dapat memproduksi unit flare.
|
unit.omura.description = Menembak senapan rel jarak jauh penembus ke arah musuh.
|
||||||
unit.alpha.description = Melindungi Inti Shard dari musuh. Dapat membangun struktur.
|
unit.alpha.description = Melindungi Inti Shard dari musuh. Dapat membangun struktur.
|
||||||
unit.beta.description = Melindungi Inti Foundation dari musuh. Dapat membangun struktur.
|
unit.beta.description = Melindungi Inti Foundation dari musuh. Dapat membangun struktur.
|
||||||
unit.gamma.description = Melindungi Inti Nucleus dari musuh. Dapat membangun struktur.
|
unit.gamma.description = Melindungi Inti Nucleus dari musuh. Dapat membangun struktur.
|
||||||
@@ -2479,9 +2553,9 @@ 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. Sedikit terpengaruh oleh medan yang berbahaya.
|
unit.precept.description = Menembak gugusan peluru penusuk ke arah musuh. Sedikit terpengaruh oleh hambatan cairan.
|
||||||
unit.vanquish.description = Menembak peluru penusuk besar yang membelah ke arah musuh. Sedikit terpengaruh oleh medan yang berbahaya.
|
unit.vanquish.description = Menembak peluru penusuk besar yang membelah ke arah musuh. Sedikit terpengaruh oleh hambatan cairan.
|
||||||
unit.conquer.description = Menembak pancaran peluru penusuk besar ke arah musuh. Sedikit terpengaruh oleh medan yang berbahaya.
|
unit.conquer.description = Menembak pancaran peluru penusuk besar ke arah musuh. Jauh lebih sedikit terpengaruh oleh hambatan cairan.
|
||||||
unit.merui.description = Menembak artileri jarak jauh ke arah musuh di darat. Dapat melewati hampir semua 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 hampir semua 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 hampir semua medan.
|
unit.anthicus.description = Menembak misil pelacak jarak jauh ke arah musuh. Dapat melewati hampir semua medan.
|
||||||
@@ -2490,8 +2564,8 @@ unit.collaris.description = Menembak pecahan artileri jarak jauh ke arah musuh.
|
|||||||
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang diatas permukaan cairan.
|
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang diatas permukaan cairan.
|
||||||
unit.avert.description = Menembak sepasang peluru yang memutar ke arah musuh.
|
unit.avert.description = Menembak sepasang peluru yang memutar ke arah musuh.
|
||||||
unit.obviate.description = Menembak sepasang bola listrik yang memutar ke arah musuh.
|
unit.obviate.description = Menembak sepasang bola listrik yang memutar ke arah musuh.
|
||||||
unit.quell.description = Menembak misil pelacak jarak jauh dengan perisai plasma yang tidak stabil ke arah musuh. Menekan bangunan perbaikan musuh.
|
unit.quell.description = Menembak misil pelacak jarak jauh dengan perisai plasma yang tidak stabil ke arah musuh. Menekan bangunan perbaikan musuh. Hanya menyerang ke target darat.
|
||||||
unit.disrupt.description = Menembak misil pelacak penekan jarak jauh pada musuh. Menekan bangunan perbaikan musuh.
|
unit.disrupt.description = Menembak misil pelacak penekan jarak jauh pada musuh. Menekan bangunan perbaikan musuh. Hanya menyerang ke target darat.
|
||||||
unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||||
unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||||
unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
|
unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Nama player pada klien yang menjalankan suatu kode
|
|||||||
lglobal.@clientTeam = ID Tim pada klien yang menjalankan suatu kode
|
lglobal.@clientTeam = ID Tim pada klien yang menjalankan suatu kode
|
||||||
lglobal.@clientMobile = True jika kode dijalankan di server atau di singleplayer, false sebaliknya
|
lglobal.@clientMobile = True jika kode dijalankan di server atau di singleplayer, false sebaliknya
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logika unit membangun tidak diizinkan.
|
|
||||||
|
|
||||||
lenum.type = Bentuk dari bangunan/unit.\nMisalnya, untuk blok pengarah masa, akan tampil sebagai [accent]@router[].\nBukan string.
|
lenum.type = Bentuk dari bangunan/unit.\nMisalnya, untuk blok pengarah masa, akan tampil sebagai [accent]@router[].\nBukan string.
|
||||||
lenum.shoot = Menembak pada suatu posisi yang ditentukan.
|
lenum.shoot = Menembak pada suatu posisi yang ditentukan.
|
||||||
lenum.shootp = Menembak pada unit/bangunan dengan prediksi kecepatan.
|
lenum.shootp = Menembak pada unit/bangunan dengan prediksi kecepatan.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Lebar blok tampilan logika dalam piksel.
|
|||||||
laccess.displayheight = Tinggi blok tampilan logika dalam piksel.
|
laccess.displayheight = Tinggi blok tampilan logika dalam piksel.
|
||||||
laccess.buffersize = Untuk pesan: Panjang dari isi pesan.\nUntuk tampilan: Jumlah dari perintah grafis mentah.
|
laccess.buffersize = Untuk pesan: Panjang dari isi pesan.\nUntuk tampilan: Jumlah dari perintah grafis mentah.
|
||||||
laccess.operations = Jumlah operasi yang dilakukan pada blok.\nUntuk tampilan, mengembalikan jumlah dari operasi drawflush.
|
laccess.operations = Jumlah operasi yang dilakukan pada blok.\nUntuk tampilan, mengembalikan jumlah dari operasi drawflush.
|
||||||
|
laccess.maxunits = Jumlah unit maksimum yang dapat dimiliki sebuah tim.\nHanya dapat dideteksi dari inti.
|
||||||
|
|
||||||
lcategory.unknown = Tak Diketahui
|
lcategory.unknown = Tak Diketahui
|
||||||
lcategory.unknown.description = Instruksi tanpa kategori.
|
lcategory.unknown.description = Instruksi tanpa kategori.
|
||||||
@@ -2688,7 +2761,7 @@ lenum.player = Unit yang dikendalikan oleh pemain.
|
|||||||
|
|
||||||
lenum.ore = Bahan tambang.
|
lenum.ore = Bahan tambang.
|
||||||
lenum.damaged = Bangunan sekutu yang rusak.
|
lenum.damaged = Bangunan sekutu yang rusak.
|
||||||
lenum.spawn = Titik mendaratnya musuh.\nDapat berupa inti atau suatu posisi.
|
lenum.spawn = Zona mendaratnya musuh.\nDapat berupa inti atau suatu posisi.
|
||||||
lenum.building = Bangunan dalam suatu kumpulan.
|
lenum.building = Bangunan dalam suatu kumpulan.
|
||||||
|
|
||||||
lenum.core = Inti apapun.
|
lenum.core = Inti apapun.
|
||||||
@@ -2731,7 +2804,7 @@ playsound.limit = Jika benar, cegah suara ini diputar \njika sudah diputar pada
|
|||||||
|
|
||||||
lenum.idle = Tidak bergerak, namun tetap membangun/menambang.\nSifat awalan.
|
lenum.idle = Tidak bergerak, namun tetap membangun/menambang.\nSifat awalan.
|
||||||
lenum.stop = Berhenti bergerak/menambang/membangun.
|
lenum.stop = Berhenti bergerak/menambang/membangun.
|
||||||
lenum.unbind = Mematikan kendali logika.\nLanjutkan A.I. standar.
|
lenum.unbind = Menonaktifkan kendali logika.\nLanjutkan A.I. standar.
|
||||||
lenum.move = Bergerak ke posisi yang ditentukan.
|
lenum.move = Bergerak ke posisi yang ditentukan.
|
||||||
lenum.approach = Mendekati posisi dalam radius.
|
lenum.approach = Mendekati posisi dalam radius.
|
||||||
lenum.pathfind = Mencari arah ke tempat pendaratan musuh.
|
lenum.pathfind = Mencari arah ke tempat pendaratan musuh.
|
||||||
@@ -2765,8 +2838,8 @@ lenum.waves = Apakah gelombang dapat muncul sama sekali.
|
|||||||
lenum.wavesending = Apakah gelombang dapat dipanggil secara manual dengan tombol putar.
|
lenum.wavesending = Apakah gelombang dapat dipanggil secara manual dengan tombol putar.
|
||||||
lenum.attackmode = Menentukan apakah mode permainan adalah mode serangan.
|
lenum.attackmode = Menentukan apakah mode permainan adalah mode serangan.
|
||||||
lenum.wavespacing = Waktu antar gelombang dalam tick.
|
lenum.wavespacing = Waktu antar gelombang dalam tick.
|
||||||
lenum.enemycorebuildradius = Zona dilarang membangun disekitar radius inti musuh.
|
lenum.enemycorebuildradius = Zona dilarang membangun di sekitar radius inti musuh.
|
||||||
lenum.dropzoneradius = Radius disekitar zona pendaratan gelombang musuh.
|
lenum.dropzoneradius = Radius di sekitar zona pendaratan gelombang musuh.
|
||||||
lenum.unitcap = Batas unit dasar. Dapat ditingkatkan dengan blok.
|
lenum.unitcap = Batas unit dasar. Dapat ditingkatkan dengan blok.
|
||||||
lenum.lighting = Apakah pencahayaan sekitar diaktifkan.
|
lenum.lighting = Apakah pencahayaan sekitar diaktifkan.
|
||||||
lenum.buildspeed = Penggandaan untuk kecepatan membangun.
|
lenum.buildspeed = Penggandaan untuk kecepatan membangun.
|
||||||
@@ -2783,4 +2856,4 @@ lenum.ambientlight = Warna cahaya sekitar. Digunakan saat pencahayaan diaktifkan
|
|||||||
lenum.solarmultiplier = Menggandakan pengeluaran tenaga panel surya.
|
lenum.solarmultiplier = Menggandakan pengeluaran tenaga panel surya.
|
||||||
lenum.dragmultiplier = Penggandaan hambatan lingkungan.
|
lenum.dragmultiplier = Penggandaan hambatan lingkungan.
|
||||||
lenum.ban = Blok atau unit yang tidak dapat ditempatkan atau dibangun.
|
lenum.ban = Blok atau unit yang tidak dapat ditempatkan atau dibangun.
|
||||||
lenum.unban = Batalkan larangan membuat suatu unit atau membangun blok.
|
lenum.unban = Batalkan larangan memproduksi suatu unit atau membangun blok.
|
||||||
|
|||||||
@@ -41,7 +41,7 @@ be.ignore = Ignora
|
|||||||
be.noupdates = Nessun aggiornamento disponibile.
|
be.noupdates = Nessun aggiornamento disponibile.
|
||||||
be.check = Verifica aggiornamenti
|
be.check = Verifica aggiornamenti
|
||||||
|
|
||||||
mods.browser = Mod Browser
|
mods.browser = Esplora Mod
|
||||||
mods.browser.selected = Mod selezionata
|
mods.browser.selected = Mod selezionata
|
||||||
mods.browser.add = Installa mod
|
mods.browser.add = Installa mod
|
||||||
mods.browser.reinstall = Reinstalla mod
|
mods.browser.reinstall = Reinstalla mod
|
||||||
@@ -101,6 +101,8 @@ coreattack = < Il Nucleo è sotto attacco! >
|
|||||||
nearpoint = [[ [scarlet]LASCIA LA ZONA NEMICA IMMEDIATAMENTE[] ]\nautodistruzione imminente
|
nearpoint = [[ [scarlet]LASCIA LA ZONA NEMICA IMMEDIATAMENTE[] ]\nautodistruzione imminente
|
||||||
database = Database Nucleo
|
database = Database Nucleo
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salva
|
savegame = Salva
|
||||||
loadgame = Carica
|
loadgame = Carica
|
||||||
joingame = Unisciti al Gioco
|
joingame = Unisciti al Gioco
|
||||||
@@ -134,7 +136,7 @@ mods.initfailed = [red]⚠[] L'ultimo avvio di Mindustry non è riuscito. Questo
|
|||||||
mods = Mod
|
mods = Mod
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
mods.none = [lightgray]Nessuna mod trovata!
|
mods.none = [lightgray]Nessuna mod trovata!
|
||||||
mods.guide = Guida per il modding
|
mods.guide = Guida al modding
|
||||||
mods.report = Segnala un Bug
|
mods.report = Segnala un Bug
|
||||||
mods.openfolder = Apri Cartella
|
mods.openfolder = Apri Cartella
|
||||||
mods.viewcontent = Vedi contenuto
|
mods.viewcontent = Vedi contenuto
|
||||||
@@ -146,7 +148,7 @@ mod.enabled = [lightgray]Abilitato
|
|||||||
mod.disabled = [scarlet]Disabilitato
|
mod.disabled = [scarlet]Disabilitato
|
||||||
mod.multiplayer.compatible = [gray]Multiplayer Compatible
|
mod.multiplayer.compatible = [gray]Multiplayer Compatible
|
||||||
mod.disable = Disabilita
|
mod.disable = Disabilita
|
||||||
mod.version = Version:
|
mod.version = Versione:
|
||||||
mod.content = Contenuto:
|
mod.content = Contenuto:
|
||||||
mod.delete.error = Impossibile eliminare questa mod. Il file potrebbe essere in uso.
|
mod.delete.error = Impossibile eliminare questa mod. Il file potrebbe essere in uso.
|
||||||
|
|
||||||
@@ -159,12 +161,12 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Richiede la versione del gioco: [accent]{0}[]\nIl tuo gioco è obsoleto. Questa mod richiede una versione più recente del gioco (possibilmente una versione beta/alpha) per funzionare.
|
mod.requiresversion.details = Richiede la versione del gioco: [accent]{0}[]\nIl tuo gioco è obsoleto. Questa mod richiede una versione più recente del gioco (possibilmente una versione beta/alpha) per funzionare.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = Questa mod non è compatibile con l'ultima versione del gioco. L'autore deve aggiornarla, e aggiungere [accent]minGameVersion: 154[] nel file [accent]mod.json[].
|
||||||
mod.blacklisted.details = Questa mod è stata messa manualmente nella blacklist perchè provoca crash o altri problemi in questa versione del gioco. Non usarla.
|
mod.blacklisted.details = Questa mod è stata messa manualmente nella blacklist perchè provoca crash o altri problemi in questa versione del gioco. Non usarla.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = Questa mod richiede queste dipendenze: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = Il caricamento del gioco ha causato degli errori. Chiedi all'autore della mod di correggerli.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = Questa mod ha dipendenze che dipendono fra loro.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = Questa mod non è in grado di essere caricata per dipendenze non valide o mancanti: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
@@ -209,7 +211,7 @@ campaign.select = Select Starting Campaign
|
|||||||
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficoltà
|
||||||
completed = [accent]Completato
|
completed = [accent]Completato
|
||||||
techtree = Albero Scoperte
|
techtree = Albero Scoperte
|
||||||
techtree.select = Seleziona albero delle scoperte
|
techtree.select = Seleziona albero delle scoperte
|
||||||
@@ -285,9 +287,9 @@ player.ban = Ban
|
|||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Cambia Squadra
|
||||||
|
|
||||||
server.bans = Lista Bans
|
server.bans = Lista Ban
|
||||||
server.bans.none = Nessun giocatore bandito trovato!
|
server.bans.none = Nessun giocatore bandito trovato!
|
||||||
server.admins = Amministratori
|
server.admins = Amministratori
|
||||||
server.admins.none = Nessun amministratore trovato!
|
server.admins.none = Nessun amministratore trovato!
|
||||||
@@ -368,7 +370,7 @@ command.queue = [lightgray][Queuing]
|
|||||||
command.mine = Mina
|
command.mine = Mina
|
||||||
command.repair = Ripara
|
command.repair = Ripara
|
||||||
command.rebuild = Ricostruisci
|
command.rebuild = Ricostruisci
|
||||||
command.assist = Aiuta giocatore
|
command.assist = Aiuta Giocatore
|
||||||
command.move = Muovi
|
command.move = Muovi
|
||||||
command.boost = Boost
|
command.boost = Boost
|
||||||
command.enterPayload = Enter Payload Block
|
command.enterPayload = Enter Payload Block
|
||||||
@@ -385,7 +387,7 @@ stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
|||||||
stance.mineauto = Automatic Mining
|
stance.mineauto = Automatic Mining
|
||||||
stance.mine = Mine Item: {0}
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Apri Link
|
openlink = Apri Link
|
||||||
copylink = Copia link
|
copylink = Copia Link
|
||||||
back = Indietro
|
back = Indietro
|
||||||
max = Max
|
max = Max
|
||||||
objective = Map Objective
|
objective = Map Objective
|
||||||
@@ -448,9 +450,9 @@ 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.showblocks = Mostra Blocchi
|
||||||
editor.showterrain = Show Terrain
|
editor.showterrain = Mostra Terreno
|
||||||
editor.showfloor = Show Floor
|
editor.showfloor = Mostra Pavimentazione
|
||||||
editor.planet = Pianeta:
|
editor.planet = Pianeta:
|
||||||
editor.sector = Settore:
|
editor.sector = Settore:
|
||||||
editor.seed = Seme:
|
editor.seed = Seme:
|
||||||
@@ -465,8 +467,16 @@ editor.nodescription = Una mappa deve avere una descrizione di almeno 4 caratter
|
|||||||
editor.waves = Ondate:
|
editor.waves = Ondate:
|
||||||
editor.rules = Regole:
|
editor.rules = Regole:
|
||||||
editor.generation = Generazione:
|
editor.generation = Generazione:
|
||||||
editor.objectives = Obbiettivi
|
editor.objectives = Obiettivi
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -515,8 +525,8 @@ waves.sort.reverse = Inverti ordine
|
|||||||
waves.sort.begin = Inizia
|
waves.sort.begin = Inizia
|
||||||
waves.sort.health = Salute
|
waves.sort.health = Salute
|
||||||
waves.sort.type = Tipo
|
waves.sort.type = Tipo
|
||||||
waves.search = Search waves...
|
waves.search = Cerca ondate...
|
||||||
waves.filter = Unit Filter
|
waves.filter = Filtro Unità
|
||||||
waves.units.hide = Nascondi tutto
|
waves.units.hide = Nascondi tutto
|
||||||
waves.units.show = Mostra tutto
|
waves.units.show = Mostra tutto
|
||||||
|
|
||||||
@@ -752,7 +762,7 @@ resources = Risorse
|
|||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Blocchi Banditi
|
bannedblocks = Blocchi Banditi
|
||||||
unbannedblocks = Unbanned Blocks
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Obbiettivi
|
objectives = Obiettivi
|
||||||
bannedunits = Unità bandite
|
bannedunits = Unità bandite
|
||||||
unbannedunits = Unbanned Units
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
@@ -791,16 +801,18 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Settore
|
sectorlist = Settore
|
||||||
sectorlist.attacked = {0} sotto attacco
|
sectorlist.attacked = {0} sotto attacco
|
||||||
sectors.unexplored = [lightgray]Inesplorato
|
sectors.unexplored = [lightgray]Inesplorato
|
||||||
|
sectors.attempts = Tentativi:
|
||||||
sectors.resources = Risorse:
|
sectors.resources = Risorse:
|
||||||
sectors.production = Produzione:
|
sectors.production = Produzione:
|
||||||
sectors.export = Merce:
|
sectors.export = Esportazione:
|
||||||
sectors.import = Importa:
|
sectors.import = Importazione:
|
||||||
sectors.time = Tempo:
|
sectors.time = Tempo:
|
||||||
sectors.threat = Minaccia:
|
sectors.threat = Minaccia:
|
||||||
sectors.wave = Ondata:
|
sectors.wave = Ondata:
|
||||||
sectors.stored = Immagazzinato:
|
sectors.stored = Immagazzinato:
|
||||||
sectors.resume = Riprendi
|
sectors.resume = Riprendi
|
||||||
sectors.launch = Lancia
|
sectors.launch = Lancia
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Seleziona
|
sectors.select = Seleziona
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,18 +822,17 @@ sectors.rename = Rinomina Settore
|
|||||||
sectors.enemybase = [scarlet]Base Nemica
|
sectors.enemybase = [scarlet]Base Nemica
|
||||||
sectors.vulnerable = [scarlet]Vulnerabile
|
sectors.vulnerable = [scarlet]Vulnerabile
|
||||||
sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
|
sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
|
||||||
sectors.underattack.nodamage = [scarlet]Non catturato
|
|
||||||
sectors.survives = [accent]Sopravvissuto a {0} ondate
|
|
||||||
sectors.go = Lancia
|
sectors.go = Lancia
|
||||||
sector.abandon = Abbandona
|
sector.abandon = Abbandona
|
||||||
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
|
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
|
||||||
sector.curcapture = Settore Catturato
|
sector.curcapture = Settore Catturato
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Settore Perso
|
sector.curlost = Settore Perso
|
||||||
sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
||||||
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
||||||
sector.lost = Settore [accent]{0}[white] perso!
|
sector.lost = Settore [accent]{0}[white] perso!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.capture.current = Sector Captured!
|
sector.capture.current = Settore Catturato!
|
||||||
sector.changeicon = Cambia icona
|
sector.changeicon = Cambia icona
|
||||||
sector.noswitch.title = Impossibile cambiare settore
|
sector.noswitch.title = Impossibile cambiare settore
|
||||||
sector.noswitch = Non puoi cambiare settore mentre sei sotto attacco.\n\nSectore: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = Non puoi cambiare settore mentre sei sotto attacco.\n\nSectore: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -834,10 +845,10 @@ threat.high = Alta
|
|||||||
threat.extreme = Estrema
|
threat.extreme = Estrema
|
||||||
threat.eradication = Catastrofe
|
threat.eradication = Catastrofe
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Molto Facile
|
||||||
difficulty.easy = Easy
|
difficulty.easy = Facile
|
||||||
difficulty.normal = Normal
|
difficulty.normal = Normale
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Difficile
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
|
||||||
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
@@ -870,18 +881,19 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Terminale di Lancio Planetario
|
sector.planetaryTerminal.name = Terminale di Lancio Planetario
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Linea Costiera
|
||||||
sector.navalFortress.name = Fortezza navale
|
sector.navalFortress.name = Fortezza Navale
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Aerodromo Polare
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolli
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Terreni di Prova
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Canali Logorati
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.fallenVessel.name = Nave Affondata
|
||||||
sector.frontier.name = Frontier
|
sector.mycelialBastion.name = Bastione del Micelio
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.frontier.name = Frontiera
|
||||||
|
sector.sunkenPier.name = Molo Sommerso
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Roccaforte Geotermica
|
||||||
|
|
||||||
sector.groundZero.description = La posizione ottimale per ricominciare. Bassa minaccia nemica. Poche risorse.\nRaccogli quanto più piombo e rame possibile.\nParti.
|
sector.groundZero.description = La posizione ottimale per ricominciare. Bassa minaccia nemica. Poche risorse.\nRaccogli quanto più piombo e rame possibile.\nParti.
|
||||||
sector.frozenForest.description = Anche qui, più vicino alle montagne, le spore si sono diffuse. Le temperature gelide non possono contenerle per sempre.\n\nInizia l'avventura nell'energia. Costruisci generatori a combustione. Impara a usare i riparatori.
|
sector.frozenForest.description = Anche qui, più vicino alle montagne, le spore si sono diffuse. Le temperature gelide non possono contenerle per sempre.\n\nInizia l'avventura nell'energia. Costruisci generatori a combustione. Impara a usare i riparatori.
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Il bersaglio finale.\n\nQuesta base costi
|
|||||||
sector.coastline.description = In questo settore sono stati rilevati resti di tecnologia di unità navali. Respingi gli attacchi nemici, cattura il settore e acquisisci la tecnologia.
|
sector.coastline.description = In questo settore sono stati rilevati resti di tecnologia di unità navali. Respingi gli attacchi nemici, cattura il settore e acquisisci la tecnologia.
|
||||||
sector.navalFortress.description = Il nemico ha stabilito una base su un'isola remota e fortificata naturalmente. Distruggi questo avamposto. Acquisisci la loro tecnologia navale avanzata e fate ricerche.
|
sector.navalFortress.description = Il nemico ha stabilito una base su un'isola remota e fortificata naturalmente. Distruggi questo avamposto. Acquisisci la loro tecnologia navale avanzata e fate ricerche.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Nome
|
sector.lake.name = Nome
|
||||||
@@ -935,7 +932,7 @@ sector.crossroads.name = Crossroads
|
|||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
|
|
||||||
sector.onset.description = Settore di prova. Questo obbiettivo non è ancora stato creato. Aspetta ulteriori informazioni.
|
sector.onset.description = Settore di prova. Questo obiettivo non è ancora stato creato. Aspetta ulteriori informazioni.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.itemsmoved = Velocità
|
stat.itemsmoved = Velocità
|
||||||
stat.launchtime = Tempo tra Lanci
|
stat.launchtime = Tempo tra Lanci
|
||||||
stat.shootrange = Raggio
|
stat.shootrange = Raggio
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Capacità Oggetti
|
|||||||
stat.memorycapacity = Capacità di Memoria
|
stat.memorycapacity = Capacità di Memoria
|
||||||
stat.basepowergeneration = Generazione Minima di Energia
|
stat.basepowergeneration = Generazione Minima di Energia
|
||||||
stat.productiontime = Tempo di Produzione
|
stat.productiontime = Tempo di Produzione
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Tempo di Riparazione Completa
|
stat.repairtime = Tempo di Riparazione Completa
|
||||||
stat.repairspeed = Velocità di riparazione
|
stat.repairspeed = Velocità di riparazione
|
||||||
stat.weapons = Armi
|
stat.weapons = Armi
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Cadenza
|
|||||||
stat.ammo = Munizioni
|
stat.ammo = Munizioni
|
||||||
stat.shieldhealth = Integrità Scudo
|
stat.shieldhealth = Integrità Scudo
|
||||||
stat.cooldowntime = Tempo Raffreddamento
|
stat.cooldowntime = Tempo Raffreddamento
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Esplosività
|
stat.explosiveness = Esplosività
|
||||||
stat.basedeflectchance = Probabilità di Deviazione
|
stat.basedeflectchance = Probabilità di Deviazione
|
||||||
stat.lightningchance = Probabilità di Fulmine
|
stat.lightningchance = Probabilità di Fulmine
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Livello Estrazione
|
|||||||
stat.payloadcapacity = Capacità di Carico
|
stat.payloadcapacity = Capacità di Carico
|
||||||
stat.abilities = Abilità
|
stat.abilities = Abilità
|
||||||
stat.canboost = Capace di Potenziamento
|
stat.canboost = Capace di Potenziamento
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Volo
|
stat.flying = Volo
|
||||||
stat.ammouse = Consumo di munizioni
|
stat.ammouse = Consumo di munizioni
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1104,7 +1106,7 @@ ability.armorplate.description = Reduces damage taken while shooting
|
|||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
ability.suppressionfield.description = Stops nearby repair buildings
|
ability.suppressionfield.description = Ferma gli edifici di riparazione limitrofi
|
||||||
ability.energyfield = Campo energetico
|
ability.energyfield = Campo energetico
|
||||||
ability.energyfield.description = Zaps nearby enemies
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
@@ -1118,19 +1120,19 @@ ability.liquidexplode = Death Spillage
|
|||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] salute/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] salute/impulso
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] scudo
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] velocità riparazione
|
||||||
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
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] ripresa
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] obiettivi max
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
ability.stat.damagereduction = [stat]{0}%[lightgray] riduzione danno
|
||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] velocità min
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] durata
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] tempo di costruzione
|
||||||
|
|
||||||
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
||||||
@@ -1144,7 +1146,7 @@ bar.drillspeed = Velocità Scavo: {0}/s
|
|||||||
bar.pumpspeed = Velocità di Pompaggio: {0}/s
|
bar.pumpspeed = Velocità di Pompaggio: {0}/s
|
||||||
bar.efficiency = Efficienza: {0}%
|
bar.efficiency = Efficienza: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
bar.powerbuffer = Battery Power: {0}/{1}
|
bar.powerbuffer = Potenza Batterie: {0}/{1}
|
||||||
bar.powerbalance = Energia: {0}/s
|
bar.powerbalance = Energia: {0}/s
|
||||||
bar.powerstored = Immagazzinata: {0}/{1}
|
bar.powerstored = Immagazzinata: {0}/{1}
|
||||||
bar.poweramount = Energia: {0}
|
bar.poweramount = Energia: {0}
|
||||||
@@ -1155,7 +1157,7 @@ bar.capacity = Capacità: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Liquido
|
bar.liquid = Liquido
|
||||||
bar.heat = Calore
|
bar.heat = Calore
|
||||||
bar.cooldown = Cooldown
|
bar.cooldown = Ripresa
|
||||||
bar.instability = Instabilità
|
bar.instability = Instabilità
|
||||||
bar.heatamount = Calore: {0}
|
bar.heatamount = Calore: {0}
|
||||||
bar.heatpercent = Calore: {0} ({1}%)
|
bar.heatpercent = Calore: {0} ({1}%)
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Tempo rimanente al lancio
|
|||||||
bar.input = Entrata
|
bar.input = Entrata
|
||||||
bar.output = Uscita
|
bar.output = Uscita
|
||||||
bar.strength = [stat]{0}[lightgray]x forza
|
bar.strength = [stat]{0}[lightgray]x forza
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Attivazione in {0}
|
||||||
|
bar.activated = Attivato
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controllato dal Processore
|
units.processorcontrol = [lightgray]Controllato dal Processore
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] danno
|
bullet.damage = [stat]{0}[lightgray] danno
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] blocchi
|
bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] blocchi
|
||||||
bullet.incendiary = [stat]incendiario
|
bullet.incendiary = [stat]incendiario
|
||||||
bullet.homing = [stat]autoguidato
|
bullet.homing = [stat]autoguidato
|
||||||
bullet.armorpierce = [stat]perforazione alle armature
|
bullet.armorpierce = [stat]perforazione alle armature
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite danno
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frammentazione:
|
bullet.frags = [stat]{0}[lightgray]x frammentazione:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x fulmine ~ [stat]{1}[lightgray] danno
|
bullet.lightning = [stat]{0}[lightgray]x fulmine ~ [stat]{1}[lightgray] danno
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] danno alle costruzioni
|
bullet.buildingdamage = [stat]{0}%[lightgray] danno alle costruzioni
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] contraccolpo
|
bullet.knockback = [stat]{0}[lightgray] contraccolpo
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perforazione
|
bullet.pierce = [stat]{0}[lightgray]x perforazione
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = unità liquide/s
|
|||||||
unit.itemssecond = oggetti/s
|
unit.itemssecond = oggetti/s
|
||||||
unit.liquidunits = unità liquidi
|
unit.liquidunits = unità liquidi
|
||||||
unit.powerunits = unità energetica
|
unit.powerunits = unità energetica
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unità termica
|
unit.heatunits = unità termica
|
||||||
unit.degrees = gradi
|
unit.degrees = gradi
|
||||||
unit.seconds = secondi
|
unit.seconds = secondi
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mln
|
|||||||
unit.billions = mld
|
unit.billions = mld
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /colpo
|
unit.pershot = /colpo
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Scopo
|
category.purpose = Scopo
|
||||||
category.general = Generali
|
category.general = Generali
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1332,7 +1352,7 @@ keybind.boost.name = Scatto
|
|||||||
keybind.command_mode.name = Modalità di comando
|
keybind.command_mode.name = Modalità di comando
|
||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Annulla Ordini
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
@@ -1389,12 +1409,12 @@ keybind.shoot.name = Spara
|
|||||||
keybind.zoom.name = Zoom
|
keybind.zoom.name = Zoom
|
||||||
keybind.menu.name = Menu
|
keybind.menu.name = Menu
|
||||||
keybind.pause.name = Pausa
|
keybind.pause.name = Pausa
|
||||||
keybind.skip_wave.name = Skip Wave
|
keybind.skip_wave.name = Salta Ondata
|
||||||
keybind.pause_building.name = Interrompi/Riprendi Costruzione
|
keybind.pause_building.name = Interrompi/Riprendi Costruzione
|
||||||
keybind.minimap.name = Minimappa
|
keybind.minimap.name = Minimappa
|
||||||
keybind.planet_map.name = Mappa Pianeta
|
keybind.planet_map.name = Mappa Pianeta
|
||||||
keybind.research.name = Albero Scoperte
|
keybind.research.name = Albero Scoperte
|
||||||
keybind.block_info.name = Block Info
|
keybind.block_info.name = Info Blocco
|
||||||
keybind.chat.name = Chat
|
keybind.chat.name = Chat
|
||||||
keybind.player_list.name = Lista dei Giocatori
|
keybind.player_list.name = Lista dei Giocatori
|
||||||
keybind.console.name = Console
|
keybind.console.name = Console
|
||||||
@@ -1426,13 +1446,15 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Risorse Infinite
|
rules.infiniteresources = Risorse Infinite
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Deposito consentito solo al nucleo
|
rules.onlydepositcore = Deposito consentito solo al nucleo
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Esplosioni Reattore
|
rules.reactorexplosions = Esplosioni Reattore
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
rules.disableworldprocessors = Disabilita processori
|
rules.disableworldprocessors = Disabilita processori
|
||||||
rules.schematic = Schematiche Consentite
|
rules.schematic = Schematiche Consentite
|
||||||
rules.wavetimer = Timer Ondate
|
rules.wavetimer = Timer Ondate
|
||||||
rules.wavesending = Wave Sending
|
rules.wavesending = Invio Ondate
|
||||||
rules.allowedit = Allow Editing Rules
|
rules.allowedit = Allow Editing Rules
|
||||||
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 = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Allow Editing World Processors
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,15 +1478,22 @@ rules.cleanupdeadteams = Cancella costruzioni delle squadre sconfitte (PvP)
|
|||||||
rules.corecapture = Cattura nucleo alla distruzione
|
rules.corecapture = Cattura nucleo alla distruzione
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Protezione del nucleo dalle costruzioni nemiche
|
rules.placerangecheck = Protezione del nucleo dalle costruzioni nemiche
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Risorse AI (squadra Rossa) Infinite
|
rules.enemyCheat = Risorse AI (squadra Rossa) Infinite
|
||||||
rules.blockhealthmultiplier = Moltiplicatore Salute Blocco
|
rules.blockhealthmultiplier = Moltiplicatore Salute Blocco
|
||||||
rules.blockdamagemultiplier = Moltiplicatore Danno Blocco
|
rules.blockdamagemultiplier = Moltiplicatore Danno Blocco
|
||||||
rules.unitbuildspeedmultiplier = Moltiplicatore Velocità Costruzione Unità
|
rules.unitbuildspeedmultiplier = Moltiplicatore Velocità Costruzione Unità
|
||||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
rules.unitcostmultiplier = Moltiplicatore Costo Unità
|
||||||
rules.unithealthmultiplier = Moltiplicatore Vita Unità
|
rules.unithealthmultiplier = Moltiplicatore Vita Unità
|
||||||
rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Moltiplicatore energia solare
|
rules.solarmultiplier = Moltiplicatore energia solare
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Oggetti
|
database-category.item = Items
|
||||||
content.liquid.name = Liquidi
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Unità
|
database-category.unit = Units
|
||||||
content.block.name = Blocchi
|
database-category.block = Blocks
|
||||||
content.status.name = Effetti
|
database-category.status = Status Effects
|
||||||
content.sector.name = Settori
|
database-category.sector = Sectors
|
||||||
content.team.name = Fazioni
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Mura)
|
wallore = (Mura)
|
||||||
|
|
||||||
@@ -1806,7 +1851,7 @@ block.solar-panel.name = Pannello Solare
|
|||||||
block.solar-panel-large.name = Pannello Solare Grande
|
block.solar-panel-large.name = Pannello Solare Grande
|
||||||
block.oil-extractor.name = Estrattore di Petrolio
|
block.oil-extractor.name = Estrattore di Petrolio
|
||||||
block.repair-point.name = Punto di Riparazione
|
block.repair-point.name = Punto di Riparazione
|
||||||
block.repair-turret.name = Repair Turret
|
block.repair-turret.name = Torretta Riparatrice
|
||||||
block.pulse-conduit.name = Condotto a Impulsi
|
block.pulse-conduit.name = Condotto a Impulsi
|
||||||
block.plated-conduit.name = Condotto Placcato
|
block.plated-conduit.name = Condotto Placcato
|
||||||
block.phase-conduit.name = Condotto di Fase
|
block.phase-conduit.name = Condotto di Fase
|
||||||
@@ -1838,8 +1883,8 @@ block.meltdown.name = Fusione
|
|||||||
block.foreshadow.name = Tenebra
|
block.foreshadow.name = Tenebra
|
||||||
block.container.name = Contenitore
|
block.container.name = Contenitore
|
||||||
block.launch-pad.name = Ascensore Spaziale
|
block.launch-pad.name = Ascensore Spaziale
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Ascensore Spaziale
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Piattaforma di Atterraggio
|
||||||
|
|
||||||
block.segment.name = Segmentatore
|
block.segment.name = Segmentatore
|
||||||
block.ground-factory.name = Fabbrica Terrestre
|
block.ground-factory.name = Fabbrica Terrestre
|
||||||
@@ -1851,7 +1896,7 @@ block.exponential-reconstructor.name = Ricostruttore Esponenziale
|
|||||||
block.tetrative-reconstructor.name = Ricostruttore Tetrattivo
|
block.tetrative-reconstructor.name = Ricostruttore Tetrattivo
|
||||||
block.payload-conveyor.name = Trasportatore di Massa
|
block.payload-conveyor.name = Trasportatore di Massa
|
||||||
block.payload-router.name = Distributore di Carico
|
block.payload-router.name = Distributore di Carico
|
||||||
block.duct.name = Duct
|
block.duct.name = Condotto
|
||||||
block.duct-router.name = Duct Router
|
block.duct-router.name = Duct Router
|
||||||
block.duct-bridge.name = Duct Bridge
|
block.duct-bridge.name = Duct Bridge
|
||||||
block.large-payload-mass-driver.name = Large Payload Mass Driver
|
block.large-payload-mass-driver.name = Large Payload Mass Driver
|
||||||
@@ -1861,18 +1906,18 @@ block.disassembler.name = Disassemblatore
|
|||||||
block.silicon-crucible.name = Crogiolo per Silicio
|
block.silicon-crucible.name = Crogiolo per Silicio
|
||||||
block.overdrive-dome.name = Cupola di Overdrive
|
block.overdrive-dome.name = Cupola di Overdrive
|
||||||
block.interplanetary-accelerator.name = Acceleratore Interplanetario
|
block.interplanetary-accelerator.name = Acceleratore Interplanetario
|
||||||
block.constructor.name = Constructor
|
block.constructor.name = Costruttore
|
||||||
block.constructor.description = Fabricates structures up to 2x2 tiles in size.
|
block.constructor.description = Fabbrica strutture fino a 2x2 tasselli di grandezza.
|
||||||
block.large-constructor.name = Large Constructor
|
block.large-constructor.name = Costruttore Grande
|
||||||
block.large-constructor.description = Fabricates structures up to 4x4 tiles in size.
|
block.large-constructor.description = Fabbrica strutture fino a 4x4 tasselli di grandezza.
|
||||||
block.deconstructor.name = Deconstructor
|
block.deconstructor.name = Demolitore
|
||||||
block.deconstructor.description = Deconstructs structures and units. Returns 100% of build cost.
|
block.deconstructor.description = Demolisce strutture e unità. Restituisce il 100% del costo di costruzione.
|
||||||
block.payload-loader.name = Payload Loader
|
block.payload-loader.name = Payload Loader
|
||||||
block.payload-loader.description = Load liquids and items into blocks.
|
block.payload-loader.description = Load liquids and items into blocks.
|
||||||
block.payload-unloader.name = Payload Unloader
|
block.payload-unloader.name = Payload Unloader
|
||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Fonte di Calore
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = Un blocco 1x1 che fornisce un calore virtualmente infinito.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Idrogetto[] torrette con acqua per munizioni spegneranno
|
|||||||
hint.generator = \uf879 [accent]Generatori a Combustibile[] bruciano carbone e trasferiscono energia ai blocchi adiacenti.\n\nIl raggio di trasmissione dell'enrgia può essere esteso con \uf87f [accent]Nodo Energetico[].
|
hint.generator = \uf879 [accent]Generatori a Combustibile[] bruciano carbone e trasferiscono energia ai blocchi adiacenti.\n\nIl raggio di trasmissione dell'enrgia può essere esteso con \uf87f [accent]Nodo Energetico[].
|
||||||
hint.guardian = Unità [accent]Guardiano[] sono corazzate. Munizioni deboli come [accent]Rame[] e [accent]Piombo[] sono [scarlet]inefficaci[].\n\nUsa torrette di grado superiore o \uf835 [accent]Grafite[] \uf861Duo/\uf859Cannone Leggero per buttare giù il boss.
|
hint.guardian = Unità [accent]Guardiano[] sono corazzate. Munizioni deboli come [accent]Rame[] e [accent]Piombo[] sono [scarlet]inefficaci[].\n\nUsa torrette di grado superiore o \uf835 [accent]Grafite[] \uf861Duo/\uf859Cannone Leggero per buttare giù il boss.
|
||||||
hint.coreUpgrade = I nuclei possono essere aggiornati [accent]piazzando nuclei di un livello superiore sopra di loro[].\n\nPiazzia un nucleo \uf868 [accent]Fondazione[] sopra il nucleo \uf869 [accent]Frammento[]. Assicurati che sia libero da ostacoli.
|
hint.coreUpgrade = I nuclei possono essere aggiornati [accent]piazzando nuclei di un livello superiore sopra di loro[].\n\nPiazzia un nucleo \uf868 [accent]Fondazione[] sopra il nucleo \uf869 [accent]Frammento[]. Assicurati che sia libero da ostacoli.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = [accent]Settori grigi d'atterraggio[], come [accent]Foresta Ghiacciata[], possono essere lanciati da ovunque. Non richiedono la cattura nei terrotori circostanti.\n\n[accent]Settori numerati[], come questo qui, sono [accent]opzionali[].
|
hint.presetLaunch = [accent]Settori grigi d'atterraggio[], come [accent]Foresta Ghiacciata[], possono essere lanciati da ovunque. Non richiedono la cattura nei terrotori circostanti.\n\n[accent]Settori numerati[], come questo qui, sono [accent]opzionali[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
||||||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2148,7 +2222,7 @@ item.metaglass.description = Usato nelle strutture per il trasporto/immagazzinam
|
|||||||
item.graphite.description = Usato nei componenti elettrici e come munizione per le torrette.
|
item.graphite.description = Usato nei componenti elettrici e come munizione per le torrette.
|
||||||
item.sand.description = Usata per la produzione di altri materiali raffinati.
|
item.sand.description = Usata per la produzione di altri materiali raffinati.
|
||||||
item.coal.description = Usato per la produzione di combustibili e materiali più raffinati.
|
item.coal.description = Usato per la produzione di combustibili e materiali più raffinati.
|
||||||
item.coal.details = Sembra siano resti organici fossilizzati di piante, formato prima dell'evento di semina.
|
item.coal.details = Sembra siano resti organici fossilizzati di piante, formati prima dell'evento di semina.
|
||||||
item.titanium.description = Usato nelle strutture per il trasporto dei liquidi e per le trivelle.
|
item.titanium.description = Usato nelle strutture per il trasporto dei liquidi e per le trivelle.
|
||||||
item.thorium.description = Utilizzato per la costruzione delle strutture più robuste e come combustibile nucleare.
|
item.thorium.description = Utilizzato per la costruzione delle strutture più robuste e come combustibile nucleare.
|
||||||
item.scrap.description = Utilizzato nel fonditore e nel polverizzatore per essere raffinato in altri materiali.
|
item.scrap.description = Utilizzato nel fonditore e nel polverizzatore per essere raffinato in altri materiali.
|
||||||
@@ -2158,7 +2232,7 @@ item.plastanium.description = Utilizzato per le unità avanzate e come munizione
|
|||||||
item.phase-fabric.description = Usato nei circuiti avanzati e per le strutture autoriparanti.
|
item.phase-fabric.description = Usato nei circuiti avanzati e per le strutture autoriparanti.
|
||||||
item.surge-alloy.description = Usato come munizione per torrette avanzate.
|
item.surge-alloy.description = Usato come munizione per torrette avanzate.
|
||||||
item.spore-pod.description = Utilizzato per la conversione in petrolio, esplosivi e carburante.
|
item.spore-pod.description = Utilizzato per la conversione in petrolio, esplosivi e carburante.
|
||||||
item.spore-pod.details = Spore. Probabilmente una forma di vita sintetica. Emettono gas tossici alle vita biologica. Estremamente invasive. Altamente infiammabili in certe condizioni.
|
item.spore-pod.details = Spore. Probabilmente una forma di vita sintetica. Emettono gas tossici per altre vite biologiche. Estremamente invasive. Altamente infiammabili in certe condizioni.
|
||||||
item.blast-compound.description = Un composto altamente volatile, utilizzato nella produzione di bombe ed esplosivi. Può essere utilizzato come combustibile anche se non è consigliabile.
|
item.blast-compound.description = Un composto altamente volatile, utilizzato nella produzione di bombe ed esplosivi. Può essere utilizzato come combustibile anche se non è consigliabile.
|
||||||
item.pyratite.description = Una sostanza molto infiammabile che viene utilizzata nelle armi da fuoco.
|
item.pyratite.description = Una sostanza molto infiammabile che viene utilizzata nelle armi da fuoco.
|
||||||
|
|
||||||
@@ -2186,7 +2260,7 @@ block.derelict = \uf77e [lightgray]Derelict
|
|||||||
block.armored-conveyor.description = Trasporta gli oggetti. Non accetta oggetti dai lati.
|
block.armored-conveyor.description = Trasporta gli oggetti. Non accetta oggetti dai lati.
|
||||||
block.illuminator.description = Emette luce.
|
block.illuminator.description = Emette luce.
|
||||||
block.message.description = Memorizza un messaggio per le comunicazioni tra alleati.
|
block.message.description = Memorizza un messaggio per le comunicazioni tra alleati.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Memorizza un messaggio per le comunicazioni tra alleati.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
block.graphite-press.description = Comprime il carbone in grafite.
|
block.graphite-press.description = Comprime il carbone in grafite.
|
||||||
block.multi-press.description = Comprime il carbone in grafite. Necessite di acqua come refrigerante.
|
block.multi-press.description = Comprime il carbone in grafite. Necessite di acqua come refrigerante.
|
||||||
@@ -2426,7 +2500,7 @@ block.tank-refabricator.description = Upgrades inputted tank units to the second
|
|||||||
block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
|
block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
|
||||||
block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
|
block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
|
||||||
block.prime-refabricator.description = Upgrades inputted units to the third tier.
|
block.prime-refabricator.description = Upgrades inputted units to the third tier.
|
||||||
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
|
block.basic-assembler-module.description = Incrementa gli assemblatori alla generazione successiva quando è piazzato di fianco ad un perimetro di costruzione. Richiede energia. Può essere usato come ingresso di materiale.
|
||||||
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
|
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
|
||||||
block.reinforced-payload-conveyor.description = Moves payloads forward.
|
block.reinforced-payload-conveyor.description = Moves payloads forward.
|
||||||
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
||||||
@@ -2505,14 +2579,14 @@ lst.draw = Add an operation to the drawing buffer.\nDoes not display anything un
|
|||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
lst.getlink = Get a processor link by index. Starts at 0.
|
lst.getlink = Get a processor link by index. Starts at 0.
|
||||||
lst.control = Control a building.
|
lst.control = Controlla un edificio.
|
||||||
lst.radar = Locate units around a building with range.
|
lst.radar = Geolocalizza unità attorno ad un edificio, dato un certo raggio.
|
||||||
lst.sensor = Get data from a building or unit.
|
lst.sensor = Ottieni informazioni da un edificio o da unità.
|
||||||
lst.set = Set a variable.
|
lst.set = Imposta una variabile.
|
||||||
lst.operation = Perform an operation on 1-2 variables.
|
lst.operation = Esegui un'operazione su 1-2 variabili.
|
||||||
lst.end = Jump to the top of the instruction stack.
|
lst.end = Jump to the top of the instruction stack.
|
||||||
lst.wait = Wait a certain number of seconds.
|
lst.wait = Attendi un certo numero di secondi.
|
||||||
lst.stop = Halt execution of this processor.
|
lst.stop = Interrompi l'esecuzione di questo processore.
|
||||||
lst.lookup = Look up an item/liquid/unit/block type by ID.\nTotal counts of each type can be accessed with:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
lst.lookup = Look up an item/liquid/unit/block type by ID.\nTotal counts of each type can be accessed with:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.jump = Conditionally jump to another statement.
|
lst.jump = Conditionally jump to another statement.
|
||||||
lst.unitbind = Bind to the next unit of a type, and store it in [accent]@unit[].
|
lst.unitbind = Bind to the next unit of a type, and store it in [accent]@unit[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < コアが攻撃を受けています! >
|
|||||||
nearpoint = [[ [scarlet]直ちに出現ポイントより離脱せよ[] ]\n殲滅されます
|
nearpoint = [[ [scarlet]直ちに出現ポイントより離脱せよ[] ]\n殲滅されます
|
||||||
database = コアデータベース
|
database = コアデータベース
|
||||||
database.button = データベース
|
database.button = データベース
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 保存
|
savegame = 保存
|
||||||
loadgame = 読み込む
|
loadgame = 読み込む
|
||||||
joingame = マルチプレイ
|
joingame = マルチプレイ
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]循環依存
|
|||||||
mod.incompletedependencies = [red]不完全な依存関係
|
mod.incompletedependencies = [red]不完全な依存関係
|
||||||
|
|
||||||
mod.requiresversion.details = ゲームのバージョンが必要です: [accent]{0}[]\nあなたのゲームは古くなっています。このmodが機能するには、ゲームの新しいバージョン (おそらくベータ/アルファリリース) が必要です。
|
mod.requiresversion.details = ゲームのバージョンが必要です: [accent]{0}[]\nあなたのゲームは古くなっています。このmodが機能するには、ゲームの新しいバージョン (おそらくベータ/アルファリリース) が必要です。
|
||||||
mod.incompatiblemod.details = このモッドは最新のゲームのバージョンに非対応です。作者がアップデートして[accent]mod.json[]のファイルにに[accent]minGameVersion: 147[]を追加する必要があります。
|
mod.incompatiblemod.details = このモッドは最新のゲームのバージョンに非対応です。作者がアップデートして[accent]mod.json[]のファイルにに[accent]minGameVersion: 154[]を追加する必要があります。
|
||||||
mod.blacklisted.details = このmodは、このバージョンのゲームでクラッシュやその他の問題を引き起こすため、手動でブラックリストに登録されています。 使用しないでください。
|
mod.blacklisted.details = このmodは、このバージョンのゲームでクラッシュやその他の問題を引き起こすため、手動でブラックリストに登録されています。 使用しないでください。
|
||||||
mod.missingdependencies.details = この mod は次の mod を必要としています: {0}
|
mod.missingdependencies.details = この mod は次の mod を必要としています: {0}
|
||||||
mod.erroredcontent.details = このゲームは、読み込み中にエラーが発生しました。modの作成者に修正を依頼してください。
|
mod.erroredcontent.details = このゲームは、読み込み中にエラーが発生しました。modの作成者に修正を依頼してください。
|
||||||
@@ -185,15 +187,15 @@ mod.preview.missing = このModをワークショップで公開するには、M
|
|||||||
mod.folder.missing = ワークショップで公開できるのは、フォルダ形式のModのみとなります。\nModをフォルダ形式に変換するには、ファイルをフォルダに解凍し、古いzipを削除してからゲームを再起動するか、modを再読み込みしてください。
|
mod.folder.missing = ワークショップで公開できるのは、フォルダ形式のModのみとなります。\nModをフォルダ形式に変換するには、ファイルをフォルダに解凍し、古いzipを削除してからゲームを再起動するか、modを再読み込みしてください。
|
||||||
mod.scripts.disable = お使いのデバイスはScriptを使用したModをサポートしていません。 ゲームをプレイするには、これらのModを無効にする必要があります。
|
mod.scripts.disable = お使いのデバイスはScriptを使用したModをサポートしていません。 ゲームをプレイするには、これらのModを無効にする必要があります。
|
||||||
|
|
||||||
mod.dependencies.error = [scarlet]Mods are missing dependencies
|
mod.dependencies.error = [scarlet]必須の依存関係が不足しています
|
||||||
mod.dependencies.soft = (optional)
|
mod.dependencies.soft = (任意)
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.download = インポート
|
||||||
mod.dependencies.downloadreq = Import Required
|
mod.dependencies.downloadreq = 必須インポート
|
||||||
mod.dependencies.downloadall = Import All
|
mod.dependencies.downloadall = すべてインポート
|
||||||
mod.dependencies.status = Import Results
|
mod.dependencies.status = インポート結果
|
||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.success = ダウンロードに成功しました:
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.failure = ダウンロードに失敗しました:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.imported = このMODは依存関係を必要とします。ダウンロードしますか?
|
||||||
|
|
||||||
about.button = 情報
|
about.button = 情報
|
||||||
name = 名前:
|
name = 名前:
|
||||||
@@ -303,8 +305,8 @@ confirmkick = {0} をキックしてもよろしいですか?
|
|||||||
confirmunban = このプレイヤーのBanを解除してもよろしいですか?
|
confirmunban = このプレイヤーのBanを解除してもよろしいですか?
|
||||||
confirmadmin = {0} を管理者にしてもよろしいですか?
|
confirmadmin = {0} を管理者にしてもよろしいですか?
|
||||||
confirmunadmin = {0} を管理者から削除してもよろしいですか?
|
confirmunadmin = {0} を管理者から削除してもよろしいですか?
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = キックの理由
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = 本当に「{0}[white]」を投票でキックしますか?\n実行する場合は、理由を入力してください:
|
||||||
joingame.title = サーバーに参加
|
joingame.title = サーバーに参加
|
||||||
joingame.ip = アドレス:
|
joingame.ip = アドレス:
|
||||||
disconnect = 接続が切断されました。
|
disconnect = 接続が切断されました。
|
||||||
@@ -312,14 +314,14 @@ disconnect.error = 接続にエラーが発生しました。
|
|||||||
disconnect.closed = 接続が切断されました。
|
disconnect.closed = 接続が切断されました。
|
||||||
disconnect.timeout = タイムアウトしました。
|
disconnect.timeout = タイムアウトしました。
|
||||||
disconnect.data = ワールドデータの読み込みに失敗しました!
|
disconnect.data = ワールドデータの読み込みに失敗しました!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = UDPスナップショットの受信中にタイムアウトしました。\n不安定なネットワークまたは接続が原因の可能性があります。
|
||||||
cantconnect = ゲームに参加できませんでした。 ([accent]{0}[])
|
cantconnect = ゲームに参加できませんでした。 ([accent]{0}[])
|
||||||
connecting = [accent]接続中...
|
connecting = [accent]接続中...
|
||||||
reconnecting = [accent]再接続中...
|
reconnecting = [accent]再接続中...
|
||||||
connecting.data = [accent]ワールドデータを読み込み中...
|
connecting.data = [accent]ワールドデータを読み込み中...
|
||||||
server.port = ポート:
|
server.port = ポート:
|
||||||
server.invalidport = 無効なポート番号です!
|
server.invalidport = 無効なポート番号です!
|
||||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
server.error.addressinuse = [scarlet]ポート6567でサーバーを開けませんでした。[]\n\nあなたのデバイスまたはネットワーク上で、他のMindustryサーバーが起動していないことを確認してください!
|
||||||
server.error = [crimson]サーバーのホストエラー: [accent]{0}
|
server.error = [crimson]サーバーのホストエラー: [accent]{0}
|
||||||
save.new = 新規保存
|
save.new = 新規保存
|
||||||
save.overwrite = このスロットに上書きしてもよろしいですか?
|
save.overwrite = このスロットに上書きしてもよろしいですか?
|
||||||
@@ -351,9 +353,9 @@ save.wave = ウェーブ {0}
|
|||||||
save.mode = ゲームモード: {0}
|
save.mode = ゲームモード: {0}
|
||||||
save.date = 最終保存日時: {0}
|
save.date = 最終保存日時: {0}
|
||||||
save.playtime = プレイ時間: {0}
|
save.playtime = プレイ時間: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = 今後表示しない
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = 32ビット非推奨に関する警告
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = あなたは現在、[red]32ビット[]版のMindustryを使用しています。\n新しいJavaバージョンでは32ビット版Windowsのサポートが終了しているため、[red]32ビット版のサポートは将来的に打ち切られる予定です[]。\n\n64ビット環境のコンピュータへ移行し、Mindustryの64ビット版をダウンロードして使用してください。\n\nMindustryをJARファイルとして実行している場合は、使用しているJavaが64ビット版であることを確認してください。
|
||||||
warning = 警告
|
warning = 警告
|
||||||
confirm = 確認
|
confirm = 確認
|
||||||
delete = 削除
|
delete = 削除
|
||||||
@@ -467,6 +469,14 @@ editor.rules = ルール:
|
|||||||
editor.generation = 生成:
|
editor.generation = 生成:
|
||||||
editor.objectives = オブジェクティブ
|
editor.objectives = オブジェクティブ
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = 名前の変更
|
editor.worldprocessors.editname = 名前の変更
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]おめでとうございます。\n\n{0} の敵を
|
|||||||
sectorlist = セクター
|
sectorlist = セクター
|
||||||
sectorlist.attacked = {0}が攻撃を受けています
|
sectorlist.attacked = {0}が攻撃を受けています
|
||||||
sectors.unexplored = [lightgray]未踏査
|
sectors.unexplored = [lightgray]未踏査
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = 資源:
|
sectors.resources = 資源:
|
||||||
sectors.production = 生産:
|
sectors.production = 生産:
|
||||||
sectors.export = 搬出:
|
sectors.export = 搬出:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = ウェーブ:
|
|||||||
sectors.stored = コアの資源:
|
sectors.stored = コアの資源:
|
||||||
sectors.resume = 再開
|
sectors.resume = 再開
|
||||||
sectors.launch = 打ち上げ
|
sectors.launch = 打ち上げ
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = 選択
|
sectors.select = 選択
|
||||||
sectors.launchselect = 発射先
|
sectors.launchselect = 発射先
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = セクター名を変更
|
|||||||
sectors.enemybase = [scarlet]敵基地
|
sectors.enemybase = [scarlet]敵基地
|
||||||
sectors.vulnerable = [scarlet]脆弱
|
sectors.vulnerable = [scarlet]脆弱
|
||||||
sectors.underattack = [scarlet]攻撃を受けています! [accent]{0}% 破損
|
sectors.underattack = [scarlet]攻撃を受けています! [accent]{0}% 破損
|
||||||
sectors.underattack.nodamage = [scarlet]未制圧
|
|
||||||
sectors.survives = [accent]{0} ウェーブ生存
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = 廃棄
|
sector.abandon = 廃棄
|
||||||
sector.abandon.confirm = このセクターのコアは自爆します。\n続行しますか?
|
sector.abandon.confirm = このセクターのコアは自爆します。\n続行しますか?
|
||||||
sector.curcapture = 制圧したセクター
|
sector.curcapture = 制圧したセクター
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 失われたセクター
|
sector.curlost = 失われたセクター
|
||||||
sector.missingresources = [scarlet]が足りません
|
sector.missingresources = [scarlet]が足りません
|
||||||
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = 海軍要塞
|
|||||||
sector.polarAerodrome.name = 極地飛行場
|
sector.polarAerodrome.name = 極地飛行場
|
||||||
sector.atolls.name = 環礁
|
sector.atolls.name = 環礁
|
||||||
sector.testingGrounds.name = 実験地
|
sector.testingGrounds.name = 実験地
|
||||||
sector.seaPort.name = 港
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
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.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = 最終目標です。\n\nこの沿岸基
|
|||||||
sector.coastline.description = ここで、海軍技術の残骸が発見されました。\n敵の攻撃を退け、占領し、その技術を獲得しましょう。
|
sector.coastline.description = ここで、海軍技術の残骸が発見されました。\n敵の攻撃を退け、占領し、その技術を獲得しましょう。
|
||||||
sector.navalFortress.description = 敵は、自然の要塞になる離島に基地を設けています。この前哨基地を破壊せよ。\n彼らの高度な艦艇技術を入手し、研究せよ。
|
sector.navalFortress.description = 敵は、自然の要塞になる離島に基地を設けています。この前哨基地を破壊せよ。\n彼らの高度な艦艇技術を入手し、研究せよ。
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = オンセット
|
sector.onset.name = オンセット
|
||||||
sector.aegis.name = イージス
|
sector.aegis.name = イージス
|
||||||
sector.lake.name = 池
|
sector.lake.name = 池
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = アイテム容量
|
|||||||
stat.memorycapacity = メモリー容量
|
stat.memorycapacity = メモリー容量
|
||||||
stat.basepowergeneration = 基本発電量
|
stat.basepowergeneration = 基本発電量
|
||||||
stat.productiontime = 製造速度
|
stat.productiontime = 製造速度
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = ブロックの完全修復速度
|
stat.repairtime = ブロックの完全修復速度
|
||||||
stat.repairspeed = 修復速度
|
stat.repairspeed = 修復速度
|
||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = 再装填速度
|
|||||||
stat.ammo = 弾薬
|
stat.ammo = 弾薬
|
||||||
stat.shieldhealth = シールド
|
stat.shieldhealth = シールド
|
||||||
stat.cooldowntime = クールタイム
|
stat.cooldowntime = クールタイム
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = 爆発性
|
stat.explosiveness = 爆発性
|
||||||
stat.basedeflectchance = 反射確率
|
stat.basedeflectchance = 反射確率
|
||||||
stat.lightningchance = 電撃確率
|
stat.lightningchance = 電撃確率
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = 採掘
|
|||||||
stat.payloadcapacity = 積載容量
|
stat.payloadcapacity = 積載容量
|
||||||
stat.abilities = 能力
|
stat.abilities = 能力
|
||||||
stat.canboost = ブースト可能
|
stat.canboost = ブースト可能
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = 飛行
|
stat.flying = 飛行
|
||||||
stat.ammouse = 使用弾薬
|
stat.ammouse = 使用弾薬
|
||||||
stat.ammocapacity = 弾丸容量
|
stat.ammocapacity = 弾丸容量
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = 打ち上げ後のクールダウン
|
|||||||
bar.input = 入力
|
bar.input = 入力
|
||||||
bar.output = 出力
|
bar.output = 出力
|
||||||
bar.strength = [stat]{0}[lightgray]x 強化
|
bar.strength = [stat]{0}[lightgray]x 強化
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]プロセッサーの制御下
|
units.processorcontrol = [lightgray]プロセッサーの制御下
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] ダメージ
|
bullet.damage = [stat]{0}[lightgray] ダメージ
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] 範囲ダメージ 約[stat] {1}[lightgray] タイル
|
bullet.splashdamage = [stat]{0}[lightgray] 範囲ダメージ 約[stat] {1}[lightgray] タイル
|
||||||
bullet.incendiary = [stat]焼夷弾
|
bullet.incendiary = [stat]焼夷弾
|
||||||
bullet.homing = [stat]追尾弾
|
bullet.homing = [stat]追尾弾
|
||||||
bullet.armorpierce = [stat]装甲貫通
|
bullet.armorpierce = [stat]装甲貫通
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] ダメージ制限
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] ダメージ制限
|
||||||
bullet.suppression = [stat]{0} 秒[lightgray] 修復妨害 ~ [stat]{1}[lightgray] タイル
|
bullet.suppression = [stat]{0} 秒[lightgray] 修復妨害 ~ [stat]{1}[lightgray] タイル
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/秒[lightgray] 発砲間隔:
|
bullet.interval = [stat]{0}/秒[lightgray] 発砲間隔:
|
||||||
bullet.frags = [stat]{0}[lightgray]x 破片数:
|
bullet.frags = [stat]{0}[lightgray]x 破片数:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 電撃 ~ [stat]{1}[lightgray] ダメージ
|
bullet.lightning = [stat]{0}[lightgray]x 電撃 ~ [stat]{1}[lightgray] ダメージ
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ
|
bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] シールドダメージ
|
bullet.shielddamage = [stat]{0}%[lightgray] シールドダメージ
|
||||||
bullet.knockback = [stat]{0}[lightgray] ノックバック
|
bullet.knockback = [stat]{0}[lightgray] ノックバック
|
||||||
bullet.pierce = [stat]{0}[lightgray]x 貫通弾
|
bullet.pierce = [stat]{0}[lightgray]x 貫通弾
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = 液体/秒
|
|||||||
unit.itemssecond = アイテム/秒
|
unit.itemssecond = アイテム/秒
|
||||||
unit.liquidunits = 液体
|
unit.liquidunits = 液体
|
||||||
unit.powerunits = 電力
|
unit.powerunits = 電力
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = 熱量
|
unit.heatunits = 熱量
|
||||||
unit.degrees = 度
|
unit.degrees = 度
|
||||||
unit.seconds = 秒
|
unit.seconds = 秒
|
||||||
@@ -1211,11 +1229,13 @@ unit.multiplier = x
|
|||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = シールド
|
unit.shieldhealth = シールド
|
||||||
unit.items = アイテム
|
unit.items = アイテム
|
||||||
unit.thousands = 千
|
unit.thousands = k
|
||||||
unit.millions = 十万
|
unit.millions = mil
|
||||||
unit.billions = 十億
|
unit.billions = b
|
||||||
unit.shots = 発
|
unit.shots = 発
|
||||||
unit.pershot = /発
|
unit.pershot = /発
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = 説明
|
category.purpose = 説明
|
||||||
category.general = 一般
|
category.general = 一般
|
||||||
category.power = 電力
|
category.power = 電力
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = 禁止ブロックを非表示
|
|||||||
rules.infiniteresources = 資源の無限化
|
rules.infiniteresources = 資源の無限化
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = コアへの搬入のみ可能
|
rules.onlydepositcore = コアへの搬入のみ可能
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = 廃墟修復可能
|
rules.derelictrepair = 廃墟修復可能
|
||||||
rules.reactorexplosions = リアクターの爆発
|
rules.reactorexplosions = リアクターの爆発
|
||||||
rules.coreincinerates = 余剰アイテムの焼却
|
rules.coreincinerates = 余剰アイテムの焼却
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = 敗北したチームの建設物を片付ける (PvP)
|
|||||||
rules.corecapture = 破壊時にコアを奪取
|
rules.corecapture = 破壊時にコアを奪取
|
||||||
rules.polygoncoreprotection = 多角形の建設禁止区域の設定
|
rules.polygoncoreprotection = 多角形の建設禁止区域の設定
|
||||||
rules.placerangecheck = 配置範囲の確認
|
rules.placerangecheck = 配置範囲の確認
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = 敵(赤チーム)の資源の無限化
|
rules.enemyCheat = 敵(赤チーム)の資源の無限化
|
||||||
rules.blockhealthmultiplier = ブロック体力倍率
|
rules.blockhealthmultiplier = ブロック体力倍率
|
||||||
rules.blockdamagemultiplier = ブロックダメージ倍率
|
rules.blockdamagemultiplier = ブロックダメージ倍率
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = ユニット体力倍率
|
|||||||
rules.unitdamagemultiplier = ユニットダメージ倍率
|
rules.unitdamagemultiplier = ユニットダメージ倍率
|
||||||
rules.unitcrashdamagemultiplier = ユニット衝突ダメージ倍率
|
rules.unitcrashdamagemultiplier = ユニット衝突ダメージ倍率
|
||||||
rules.unitminespeedmultiplier = ユニット採掘速度倍率
|
rules.unitminespeedmultiplier = ユニット採掘速度倍率
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = 太陽光の倍率
|
rules.solarmultiplier = 太陽光の倍率
|
||||||
rules.unitcapvariable = コア数によってユニット上限を変動
|
rules.unitcapvariable = コア数によってユニット上限を変動
|
||||||
rules.unitpayloadsexplode = ユニットとの荷物の爆発
|
rules.unitpayloadsexplode = ユニットとの荷物の爆発
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = ユニットは発電機などの標的を優先せず
|
|||||||
rules.placerangecheck.info = プレイヤーが敵建造物の近くでの建築を阻止する。タレット建築の場合、敵に届かないように攻撃範囲を変える。
|
rules.placerangecheck.info = プレイヤーが敵建造物の近くでの建築を阻止する。タレット建築の場合、敵に届かないように攻撃範囲を変える。
|
||||||
rules.onlydepositcore.info = コア以外へのアイテム投入を阻止する
|
rules.onlydepositcore.info = コア以外へのアイテム投入を阻止する
|
||||||
|
|
||||||
content.item.name = アイテム
|
database-category.item = Items
|
||||||
content.liquid.name = 液体
|
database-category.liquid = Fluids
|
||||||
content.unit.name = ユニット
|
database-category.unit = Units
|
||||||
content.block.name = ブロック
|
database-category.block = Blocks
|
||||||
content.status.name = ステータス効果
|
database-category.status = Status Effects
|
||||||
content.sector.name = セクター
|
database-category.sector = Sectors
|
||||||
content.team.name = チーム
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (壁)
|
wallore = (壁)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]ウェーブ[]タレットは水を搬入すると、近
|
|||||||
hint.generator = :combustion-generator: [accent]火力発電機[]石炭を燃やし、隣接するブロックに電力を供給します。\n\n電力供給範囲は:power-node: [accent]電源ノード[]で拡張できます。
|
hint.generator = :combustion-generator: [accent]火力発電機[]石炭を燃やし、隣接するブロックに電力を供給します。\n\n電力供給範囲は:power-node: [accent]電源ノード[]で拡張できます。
|
||||||
hint.guardian = [accent]ガーディアン[]ユニットは装甲を搭載しています。[accent]銅[]や[accent]鉛[]などの弱い弾薬は[scarlet]効果がありません[]。\n\n強力なターレット、または:duo:デュオ/:salvo:サルボーの弾薬に:graphite: [accent]黒鉛[]を使用してガーディアンを撃破してください。
|
hint.guardian = [accent]ガーディアン[]ユニットは装甲を搭載しています。[accent]銅[]や[accent]鉛[]などの弱い弾薬は[scarlet]効果がありません[]。\n\n強力なターレット、または:duo:デュオ/:salvo:サルボーの弾薬に:graphite: [accent]黒鉛[]を使用してガーディアンを撃破してください。
|
||||||
hint.coreUpgrade = コアは [accent]上位のコアを配置することでアップグレードできます[]。\n\n :core-shard: [accent]シャード[]コアの上に、 :core-foundation: [accent]ファンデーション[]コアを置きます。近くに障害物がないことを確認してください。
|
hint.coreUpgrade = コアは [accent]上位のコアを配置することでアップグレードできます[]。\n\n :core-shard: [accent]シャード[]コアの上に、 :core-foundation: [accent]ファンデーション[]コアを置きます。近くに障害物がないことを確認してください。
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = [accent]フローズン · フォレスト[]などの灰色の[accent]着陸ゾーンセクター[]には、どこからでも発射できるため近くの領土を確保する必要はありません。\n\nしかし、このような[accent]数字のセクター[]では[accent]この限りではありません[]。
|
hint.presetLaunch = [accent]フローズン · フォレスト[]などの灰色の[accent]着陸ゾーンセクター[]には、どこからでも発射できるため近くの領土を確保する必要はありません。\n\nしかし、このような[accent]数字のセクター[]では[accent]この限りではありません[]。
|
||||||
hint.presetDifficulty = このセクターは[scarlet]敵の脅威レベルが高いです[]。\nこのようなセクターへの出撃は、適切な技術と準備なしには[accent]お勧めできません[]。
|
hint.presetDifficulty = このセクターは[scarlet]敵の脅威レベルが高いです[]。\nこのようなセクターへの出撃は、適切な技術と準備なしには[accent]お勧めできません[]。
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = ウェーブが始まると、円の中に構築されたものはす
|
|||||||
gz.zone3 = もうすぐウェーブが始まります。\n準備をしてください。
|
gz.zone3 = もうすぐウェーブが始まります。\n準備をしてください。
|
||||||
gz.finish = より多くのタレットを建設し、より多くの資源を採掘し、\nすべてのウェーブから防御して[accent]セクターを占領[]してください。
|
gz.finish = より多くのタレットを建設し、より多くの資源を採掘し、\nすべてのウェーブから防御して[accent]セクターを占領[]してください。
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = クリックして :beryllium: [accent]ベリリウム[] を壁から採掘しましょう。\n\n移動するには [accent][[WASD] を使用してください。
|
onset.mine = クリックして :beryllium: [accent]ベリリウム[] を壁から採掘しましょう。\n\n移動するには [accent][[WASD] を使用してください。
|
||||||
onset.mine.mobile = 壁から:beryllium: [accent]ベリリウム[]を採掘するにはタップしてください。
|
onset.mine.mobile = 壁から:beryllium: [accent]ベリリウム[]を採掘するにはタップしてください。
|
||||||
onset.research = :tree: 技術ツリーを開きます。\n :turbine-condenser: [accent]タービンコンデンサー[] を研究し、ジェットホールに配置しましょう。\nこれにより [accent]電力[] が生成されます。
|
onset.research = :tree: 技術ツリーを開きます。\n :turbine-condenser: [accent]タービンコンデンサー[] を研究し、ジェットホールに配置しましょう。\nこれにより [accent]電力[] が生成されます。
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。
|
|
||||||
|
|
||||||
lenum.type = ユニットや建物の種類を取得します。\n例:任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
|
lenum.type = ユニットや建物の種類を取得します。\n例:任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
|
||||||
lenum.shoot = 指定した座標に向かって撃ちます。
|
lenum.shoot = 指定した座標に向かって撃ちます。
|
||||||
lenum.shootp = 任意のユニットや建物を撃ちます。
|
lenum.shootp = 任意のユニットや建物を撃ちます。
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = 不明
|
lcategory.unknown = 不明
|
||||||
lcategory.unknown.description = 未分類の指示です。
|
lcategory.unknown.description = 未分類の指示です。
|
||||||
@@ -2636,19 +2709,19 @@ graphicstype.poly = 塗りつぶされた多角形を描きます。
|
|||||||
graphicstype.linepoly = 輪郭だけの多角形を描きます。
|
graphicstype.linepoly = 輪郭だけの多角形を描きます。
|
||||||
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
||||||
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = プリントバッファの内容を文字として描画します。\nその後、プリントバッファをクリアします。
|
||||||
|
|
||||||
lenum.always = 常にtrueを返します。
|
lenum.always = 常にtrueを返します。
|
||||||
lenum.idiv = 整数の割り算をします。
|
lenum.idiv = 整数の割り算をします。
|
||||||
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
||||||
lenum.mod = 割ったあまりを返します。
|
lenum.mod = 割ったあまりを返します。
|
||||||
lenum.emod = True modulo, result sign comes from the divisor.
|
lenum.emod = 真の剰余。剰余の符号は除数の符号に従います。
|
||||||
lenum.equal = 等しいかどうかを比較します。型を強制します。\n数値と比較される非NULLオブジェクトは1になり、そうでない場合は0になる。
|
lenum.equal = 等しいかどうかを比較します。型を強制します。\n数値と比較される非NULLオブジェクトは1になり、そうでない場合は0になる。
|
||||||
lenum.notequal = 等しくないかどうかを比較します。型を強制します。
|
lenum.notequal = 等しくないかどうかを比較します。型を強制します。
|
||||||
lenum.strictequal = より厳密な比較をします。型の強制はしません。\n [accent]null[] のチェックに使用することができます。
|
lenum.strictequal = より厳密な比較をします。型の強制はしません。\n [accent]null[] のチェックに使用することができます。
|
||||||
lenum.shl = ビットを左にシフトします。
|
lenum.shl = ビットを左にシフトします。
|
||||||
lenum.shr = ビットを右にシフトします。
|
lenum.shr = ビットを右にシフトします。
|
||||||
lenum.ushr = Unsigned bit-shift right.
|
lenum.ushr = 符号なし右ビットシフト
|
||||||
lenum.or = ビット単位でのOR演算をします。
|
lenum.or = ビット単位でのOR演算をします。
|
||||||
lenum.land = 論理的なAND演算をします。
|
lenum.land = 論理的なAND演算をします。
|
||||||
lenum.and = ビット単位でのAND演算をします。
|
lenum.and = ビット単位でのAND演算をします。
|
||||||
@@ -2658,7 +2731,7 @@ lenum.xor = ビット単位でのXOR演算をします。
|
|||||||
lenum.min = 二つの値を比較し、小さいほうを返します。
|
lenum.min = 二つの値を比較し、小さいほうを返します。
|
||||||
lenum.max = 二つの値を比較し、大きいほうを返します。
|
lenum.max = 二つの値を比較し、大きいほうを返します。
|
||||||
lenum.angle = ベクトルの角度を度で計算します。
|
lenum.angle = ベクトルの角度を度で計算します。
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = 2つの角度の差の絶対値(度数法)です。
|
||||||
lenum.len = ベクトルの長さを計算します。
|
lenum.len = ベクトルの長さを計算します。
|
||||||
|
|
||||||
lenum.sin = sinを度で計算します。
|
lenum.sin = sinを度で計算します。
|
||||||
@@ -2727,7 +2800,7 @@ unitlocate.outx = X座標を出力する変数
|
|||||||
unitlocate.outy = Y座標を出力する変数
|
unitlocate.outy = Y座標を出力する変数
|
||||||
unitlocate.group = 探す建物のグループ
|
unitlocate.group = 探す建物のグループ
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = 有効にすると同じフレーム内ですでに再生されている場合\nこのサウンドが再生されないようにします。
|
||||||
|
|
||||||
lenum.idle = 移動はしませんが、建築・採掘は続けます。
|
lenum.idle = 移動はしませんが、建築・採掘は続けます。
|
||||||
lenum.stop = 移動・採掘・建造を中止します。
|
lenum.stop = 移動・採掘・建造を中止します。
|
||||||
|
|||||||
@@ -46,10 +46,10 @@ mods.browser.selected = 선택된 모드
|
|||||||
mods.browser.add = 설치
|
mods.browser.add = 설치
|
||||||
mods.browser.reinstall = 재설치
|
mods.browser.reinstall = 재설치
|
||||||
mods.browser.view-releases = 릴리즈 보기
|
mods.browser.view-releases = 릴리즈 보기
|
||||||
mods.browser.noreleases = [scarlet]탐색된 릴리즈 없음\n[accent]이 모드의 어떠한 릴리즈도 찾지 못했습니다. 이 모드의 저장소에서 공개된 릴리즈가 있는지 확인하세요.
|
mods.browser.noreleases = [scarlet]탐색된 릴리즈 없음\n[accent]이 모드의 어떠한 릴리즈도 찾지 못했습니다. 이 모드의 깃허브 페이지에서 공개된 릴리즈가 있는지 확인하세요.
|
||||||
mods.browser.latest = <최신>
|
mods.browser.latest = <최신>
|
||||||
mods.browser.releases = 릴리즈
|
mods.browser.releases = 릴리즈
|
||||||
mods.github.open = 저장소 보기
|
mods.github.open = 페이지 보기
|
||||||
mods.github.open-release = 릴리즈 페이지
|
mods.github.open-release = 릴리즈 페이지
|
||||||
mods.browser.sortdate = 최근 업데이트
|
mods.browser.sortdate = 최근 업데이트
|
||||||
mods.browser.sortstars = 추천(스타) 수
|
mods.browser.sortstars = 추천(스타) 수
|
||||||
@@ -98,9 +98,11 @@ level.highscore = 최고 점수: [accent]{0}
|
|||||||
level.select = 맵 선택
|
level.select = 맵 선택
|
||||||
level.mode = 게임 모드:
|
level.mode = 게임 모드:
|
||||||
coreattack = < 코어가 공격을 받고 있습니다! >
|
coreattack = < 코어가 공격을 받고 있습니다! >
|
||||||
nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나세요[] ]\n단계가 시작하는 순간 구역 내의 모든 건물과 유닛이 파괴됩니다!
|
nearpoint = [[ [scarlet]즉시 적 착륙 지점에서 떠나세요[] ]\n점멸이 임박됨
|
||||||
database = 코어 데이터베이스
|
database = 코어 데이터베이스
|
||||||
database.button = 데이터베이스
|
database.button = 데이터베이스
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = 콘텐츠 필드 보기
|
||||||
savegame = 게임 저장
|
savegame = 게임 저장
|
||||||
loadgame = 게임 불러오기
|
loadgame = 게임 불러오기
|
||||||
joingame = 서버 참여
|
joingame = 서버 참여
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]순환 종속성
|
|||||||
mod.incompletedependencies = [red]불완전한 종속성
|
mod.incompletedependencies = [red]불완전한 종속성
|
||||||
|
|
||||||
mod.requiresversion.details = 게임 버전 요구: [accent]{0}[]\n당신의 게임은 구버전입니다. 이 모드가 작동하려면 최신 버전의 게임이 필요합니다. (베타/알파 릴리즈일 가능성이 있음).
|
mod.requiresversion.details = 게임 버전 요구: [accent]{0}[]\n당신의 게임은 구버전입니다. 이 모드가 작동하려면 최신 버전의 게임이 필요합니다. (베타/알파 릴리즈일 가능성이 있음).
|
||||||
mod.incompatiblemod.details = 이 모드는 최신 게임 버전과 호환되지 않습니다. 모드 제작자는 모드를 업데이트하고 [accent]mod.json[] 파일에 [accent]minGameVersion: 147[]을 추가해야 합니다.
|
mod.incompatiblemod.details = 이 모드는 최신 게임 버전과 호환되지 않습니다. 모드 제작자는 모드를 업데이트하고 [accent]mod.json[] 파일에 [accent]minGameVersion: 154[]을 추가해야 합니다.
|
||||||
mod.blacklisted.details = 이 모드는 이 버전의 게임에서 충돌 또는 기타 문제를 일으키는 것으로 인해 수동으로 블랙리스트에 올라와 있습니다. 사용하지 마세요.
|
mod.blacklisted.details = 이 모드는 이 버전의 게임에서 충돌 또는 기타 문제를 일으키는 것으로 인해 수동으로 블랙리스트에 올라와 있습니다. 사용하지 마세요.
|
||||||
mod.missingdependencies.details = 이 모드에는 종속성이 없음: {0}
|
mod.missingdependencies.details = 이 모드에는 종속성이 없음: {0}
|
||||||
mod.erroredcontent.details = 이 게임은 로딩하는 동안 오류가 발생했습니다. 모드 제작자에게 수정하도록 요청하세요.
|
mod.erroredcontent.details = 이 게임은 로딩하는 동안 오류가 발생했습니다. 모드 제작자에게 수정하도록 요청하세요.
|
||||||
@@ -213,8 +215,8 @@ campaign.difficulty = 난이도
|
|||||||
completed = [accent]완료됨
|
completed = [accent]완료됨
|
||||||
techtree = 연구 기록
|
techtree = 연구 기록
|
||||||
techtree.select = 연구 기록 선택
|
techtree.select = 연구 기록 선택
|
||||||
techtree.serpulo = 세르플로
|
techtree.serpulo = 세르풀로
|
||||||
techtree.erekir = 에르키아
|
techtree.erekir = 에레키르
|
||||||
research.load = 불러오기
|
research.load = 불러오기
|
||||||
research.discard = 무시하기
|
research.discard = 무시하기
|
||||||
research.list = [lightgray]연구:
|
research.list = [lightgray]연구:
|
||||||
@@ -454,7 +456,7 @@ editor.showfloor = 바닥 표시
|
|||||||
editor.planet = 행성:
|
editor.planet = 행성:
|
||||||
editor.sector = 구역:
|
editor.sector = 구역:
|
||||||
editor.seed = 시드:
|
editor.seed = 시드:
|
||||||
editor.brush = 브러쉬
|
editor.brush = 브러쉬 크기
|
||||||
editor.openin = 편집기 열기
|
editor.openin = 편집기 열기
|
||||||
editor.oregen = 광물 무작위 생성
|
editor.oregen = 광물 무작위 생성
|
||||||
editor.oregen.info = 광물 무작위 생성:
|
editor.oregen.info = 광물 무작위 생성:
|
||||||
@@ -467,6 +469,14 @@ editor.rules = 규칙
|
|||||||
editor.generation = 지형 생성
|
editor.generation = 지형 생성
|
||||||
editor.objectives = 목표
|
editor.objectives = 목표
|
||||||
editor.locales = 로케일 번들
|
editor.locales = 로케일 번들
|
||||||
|
editor.patches.guide = 패치 가이드
|
||||||
|
editor.patches = 데이터 패치
|
||||||
|
editor.patch = 패치셋: {0}
|
||||||
|
editor.patches.none = [lightgray]패치셋이 로드되지 않음.
|
||||||
|
editor.patches.errors = 패치셋 에러
|
||||||
|
editor.patches.importerror = 패치셋을 가져오는데 실패됨
|
||||||
|
editor.patches.delete.confirm = 이 패치셋을 삭제하시겠습니까?
|
||||||
|
editor.patch.fields = {0} 필드
|
||||||
editor.worldprocessors = 월드 프로세서
|
editor.worldprocessors = 월드 프로세서
|
||||||
editor.worldprocessors.editname = 이름 수정
|
editor.worldprocessors.editname = 이름 수정
|
||||||
editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
|
editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
|
||||||
@@ -476,7 +486,7 @@ editor.ingame = 인게임 편집
|
|||||||
editor.playtest = 맵 테스트
|
editor.playtest = 맵 테스트
|
||||||
editor.publish.workshop = 창작마당 게시
|
editor.publish.workshop = 창작마당 게시
|
||||||
editor.newmap = 맵 만들기
|
editor.newmap = 맵 만들기
|
||||||
editor.center = 중앙
|
editor.center = 중앙으로 이동
|
||||||
editor.search = 맵 검색
|
editor.search = 맵 검색
|
||||||
editor.filters = 맵 필터링
|
editor.filters = 맵 필터링
|
||||||
editor.filters.mode = 게임 모드:
|
editor.filters.mode = 게임 모드:
|
||||||
@@ -735,7 +745,7 @@ objective.destroyblock = [accent]파괴:\n[]{0}[lightgray]{1}
|
|||||||
objective.destroyblocks = [accent]파괴: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
objective.destroyblocks = [accent]파괴: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||||||
objective.item = [accent]획득: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.item = [accent]획득: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.coreitem = [accent]코어로 운반:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.coreitem = [accent]코어로 운반:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.build = [accent]건설: [][lightgray]{0}[]개\n{1}[lightgray]{2}
|
objective.build = [accent]건설: [][lightgray]{0}[]개의\n{1}[lightgray]{2}
|
||||||
objective.buildunit = [accent]유닛 생산: [][lightgray]{0}[]기\n{1}[lightgray]{2}
|
objective.buildunit = [accent]유닛 생산: [][lightgray]{0}[]기\n{1}[lightgray]{2}
|
||||||
objective.destroyunits = [accent]처치: [][lightgray]{0}[]기의 유닛
|
objective.destroyunits = [accent]처치: [][lightgray]{0}[]기의 유닛
|
||||||
objective.enemiesapproaching = [accent]적이 [lightgray]{0}[]초 후에 도착합니다
|
objective.enemiesapproaching = [accent]적이 [lightgray]{0}[]초 후에 도착합니다
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]축하드립니다.\n\n {0} 지역의 적이 패배
|
|||||||
sectorlist = 지역 목록
|
sectorlist = 지역 목록
|
||||||
sectorlist.attacked = {0} 공격받는 중
|
sectorlist.attacked = {0} 공격받는 중
|
||||||
sectors.unexplored = [lightgray]미개척지[]
|
sectors.unexplored = [lightgray]미개척지[]
|
||||||
|
sectors.attempts = 시도 횟수:
|
||||||
sectors.resources = 자원:
|
sectors.resources = 자원:
|
||||||
sectors.production = 생산량:
|
sectors.production = 생산량:
|
||||||
sectors.export = 수출량:
|
sectors.export = 수출량:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = 단계:
|
|||||||
sectors.stored = 저장량:
|
sectors.stored = 저장량:
|
||||||
sectors.resume = 재개
|
sectors.resume = 재개
|
||||||
sectors.launch = 출격
|
sectors.launch = 출격
|
||||||
|
sectors.nolaunchcandidate = 출격 지역 없음
|
||||||
sectors.viewsubmission = \ue80d 제출물 보기
|
sectors.viewsubmission = \ue80d 제출물 보기
|
||||||
sectors.select = 선택
|
sectors.select = 선택
|
||||||
sectors.launchselect = 발사 대상 선택
|
sectors.launchselect = 발사 대상 선택
|
||||||
@@ -809,13 +821,12 @@ sectors.redirect = 발사 패드 리다이렉션
|
|||||||
sectors.rename = 지역 이름 변경하기
|
sectors.rename = 지역 이름 변경하기
|
||||||
sectors.enemybase = [scarlet]적 기지[]
|
sectors.enemybase = [scarlet]적 기지[]
|
||||||
sectors.vulnerable = [scarlet]취약함[]
|
sectors.vulnerable = [scarlet]취약함[]
|
||||||
sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨[]
|
sectors.underattack = [scarlet]공격받고 있습니다![]
|
||||||
sectors.underattack.nodamage = [scarlet]점령되지 않음
|
|
||||||
sectors.survives = [accent]{0} 단계 버팀[]
|
|
||||||
sectors.go = 진입
|
sectors.go = 진입
|
||||||
sector.abandon = 포기
|
sector.abandon = 포기
|
||||||
sector.abandon.confirm = 이 지역의 코어가 자폭합니다.\n계속하시겠습니까?
|
sector.abandon.confirm = 이 지역의 코어가 자폭합니다.\n계속하시겠습니까?
|
||||||
sector.curcapture = 지역 점령됨
|
sector.curcapture = 지역 점령됨
|
||||||
|
sector.lockdown = [red]:warning:[accent] 현재 공격받고 있습니다\n[밝은 회색]생산, 연구, 수출입이 중단되었습니다.
|
||||||
sector.curlost = 지역 잃음
|
sector.curlost = 지역 잃음
|
||||||
sector.missingresources = [scarlet]코어 자원 부족[]
|
sector.missingresources = [scarlet]코어 자원 부족[]
|
||||||
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
||||||
@@ -847,8 +858,8 @@ difficulty.nomodifiers = [lightgray](옵션 없음)
|
|||||||
|
|
||||||
planets = 태양계
|
planets = 태양계
|
||||||
|
|
||||||
planet.serpulo.name = 세르플로
|
planet.serpulo.name = 세르풀로
|
||||||
planet.erekir.name = 에르키아
|
planet.erekir.name = 에레키르
|
||||||
planet.sun.name = 태양
|
planet.sun.name = 태양
|
||||||
|
|
||||||
sector.impact0078.name = 임팩트 0078
|
sector.impact0078.name = 임팩트 0078
|
||||||
@@ -864,7 +875,7 @@ sector.tarFields.name = 타르 벌판
|
|||||||
sector.saltFlats.name = 소금 사막
|
sector.saltFlats.name = 소금 사막
|
||||||
sector.fungalPass.name = 포자 지대
|
sector.fungalPass.name = 포자 지대
|
||||||
sector.biomassFacility.name = 유기물 합성 시설
|
sector.biomassFacility.name = 유기물 합성 시설
|
||||||
sector.windsweptIslands.name = 폭풍의 격전지
|
sector.windsweptIslands.name = 바람이 세찬 섬
|
||||||
sector.extractionOutpost.name = 자원 추출기지
|
sector.extractionOutpost.name = 자원 추출기지
|
||||||
sector.facility32m.name = 32 M 시설
|
sector.facility32m.name = 32 M 시설
|
||||||
sector.taintedWoods.name = 오염된 산림
|
sector.taintedWoods.name = 오염된 산림
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = 해군 요새
|
|||||||
sector.polarAerodrome.name = 극지 비행장
|
sector.polarAerodrome.name = 극지 비행장
|
||||||
sector.atolls.name = 환초섬
|
sector.atolls.name = 환초섬
|
||||||
sector.testingGrounds.name = 시험장
|
sector.testingGrounds.name = 시험장
|
||||||
sector.seaPort.name = 바다 항구
|
sector.perilousHarbor.name = 위태한 항구
|
||||||
sector.weatheredChannels.name = 풍화된 수로
|
sector.weatheredChannels.name = 풍화된 수로
|
||||||
|
sector.fallenVessel.name = 추락한 함선
|
||||||
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.sunkenPier.name = 가라앉은 부두
|
||||||
@@ -893,7 +905,7 @@ sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에
|
|||||||
sector.tarFields.description = 산지와 사막 사이에 있는 석유 생산지의 외곽이며, 사용 가능한 타르가 매장되어 있는 희귀한 지역 중 하나입니다. 버려진 지역이지만 이곳에는 위험한 적군이 있습니다. 그들을 과소평가하지 마십시오.\n\n[lightgray]석유 가공기술을 익히는 것이 도움이 될 것입니다.
|
sector.tarFields.description = 산지와 사막 사이에 있는 석유 생산지의 외곽이며, 사용 가능한 타르가 매장되어 있는 희귀한 지역 중 하나입니다. 버려진 지역이지만 이곳에는 위험한 적군이 있습니다. 그들을 과소평가하지 마십시오.\n\n[lightgray]석유 가공기술을 익히는 것이 도움이 될 것입니다.
|
||||||
sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴될 위험이 높으니 가능한 한 빨리 방어시설을 구축하여야 합니다.
|
sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴될 위험이 높으니 가능한 한 빨리 방어시설을 구축하여야 합니다.
|
||||||
sector.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락하였지만, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n[lightgray]토륨의 다양한 사용법을 연구하고 익혀 보세요.
|
sector.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락하였지만, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n[lightgray]토륨의 다양한 사용법을 연구하고 익혀 보세요.
|
||||||
sector.fungalPass.description = 포자로 얼룩진 높고 낮은 산이 만나는 곳. 이곳에서 적의 소규모 정찰기지를 발견하였습니다.\n그것들을 파괴하십시오.\n대거 유닛을 사용하여 두 개의 코어를 파괴하세요.
|
sector.fungalPass.description = 포자로 얼룩진 높고 낮은 산이 만나는 곳. 이곳에서 적의 소규모 정찰기지를 발견하였습니다.\n그것들을 파괴하십시오.\n대거 유닛을 사용하여 코어를 파괴하세요.
|
||||||
sector.biomassFacility.description = 포자가 탄생한 곳. 이곳은 포자를 연구하고 최초로 생산했던 시설입니다.\n이 시설에 남아있는 기술을 습득하고, 연료와 플라스터늄을 생산하기 위해 포자를 배양하십시오. \n\n[lightgray]이 시설이 붕괴한 후에, 시설 내에 배양되던 대량의 포자가 외부로 방출되었습니다. 이로 인해 생태계 교란종인 포자가 지역 생태계에서 번식하게 되었고, 그 무엇도 이 무자비하고 작은 침략자에게 대항할 수 없었습니다.
|
sector.biomassFacility.description = 포자가 탄생한 곳. 이곳은 포자를 연구하고 최초로 생산했던 시설입니다.\n이 시설에 남아있는 기술을 습득하고, 연료와 플라스터늄을 생산하기 위해 포자를 배양하십시오. \n\n[lightgray]이 시설이 붕괴한 후에, 시설 내에 배양되던 대량의 포자가 외부로 방출되었습니다. 이로 인해 생태계 교란종인 포자가 지역 생태계에서 번식하게 되었고, 그 무엇도 이 무자비하고 작은 침략자에게 대항할 수 없었습니다.
|
||||||
sector.windsweptIslands.description = 육지에서 멀리 떨어진 이곳에는 작은 군도가 있습니다. 기록에 따르면 한 때 [accent]플라스터늄[]을 생산하는 시설이 존재했습니다.\n\n몰려오는 적 해군을 막으며, 섬에 기지를 구축하고, 공장들을 연구하여야 합니다.
|
sector.windsweptIslands.description = 육지에서 멀리 떨어진 이곳에는 작은 군도가 있습니다. 기록에 따르면 한 때 [accent]플라스터늄[]을 생산하는 시설이 존재했습니다.\n\n몰려오는 적 해군을 막으며, 섬에 기지를 구축하고, 공장들을 연구하여야 합니다.
|
||||||
sector.extractionOutpost.description = 적이 다른 지역에 자원을 보내기 위한 용도로 건설한 보급기지입니다.\n\n강력한 적들이 지키고 있는 지역을 공격하거나, 적에게 침공당한 지역을 효과적으로 수호하기 위해서는 우리도 이 수송 기술이 필요합니다. 적의 기지를 파괴하고, 그들의 수송 기술을 강탈하십시오.
|
sector.extractionOutpost.description = 적이 다른 지역에 자원을 보내기 위한 용도로 건설한 보급기지입니다.\n\n강력한 적들이 지키고 있는 지역을 공격하거나, 적에게 침공당한 지역을 효과적으로 수호하기 위해서는 우리도 이 수송 기술이 필요합니다. 적의 기지를 파괴하고, 그들의 수송 기술을 강탈하십시오.
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = 최종 목표입니다.\n\n적이 필사
|
|||||||
sector.coastline.description = 이 장소에서 해상 유닛 기술의 잔재가 발견되었습니다. 적의 공격을 격퇴하고, 이 지역을 점령하고, 기술을 습득하십시오.
|
sector.coastline.description = 이 장소에서 해상 유닛 기술의 잔재가 발견되었습니다. 적의 공격을 격퇴하고, 이 지역을 점령하고, 기술을 습득하십시오.
|
||||||
sector.navalFortress.description = 적은 자연적으로 요새화된 외딴 섬에 기지를 세웠습니다. 이 전초기지를 파괴하여 적의 발전된 해군 건조 기술을 습득하고 연구하십시오.
|
sector.navalFortress.description = 적은 자연적으로 요새화된 외딴 섬에 기지를 세웠습니다. 이 전초기지를 파괴하여 적의 발전된 해군 건조 기술을 습득하고 연구하십시오.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = 시작
|
sector.onset.name = 시작
|
||||||
sector.aegis.name = 보호
|
sector.aegis.name = 보호
|
||||||
sector.lake.name = 호수
|
sector.lake.name = 호수
|
||||||
@@ -935,7 +932,7 @@ sector.crossroads.name = 교차로
|
|||||||
sector.karst.name = 카르스트
|
sector.karst.name = 카르스트
|
||||||
sector.origin.name = 근원
|
sector.origin.name = 근원
|
||||||
|
|
||||||
sector.onset.description = 에르키아 정복을 시작하세요. 자원을 모으고, 유닛을 생산하고, 기술 연구를 시작하세요.
|
sector.onset.description = 에레키르 정복을 시작하세요. 자원을 모으고, 유닛을 생산하고, 기술 연구를 시작하세요.
|
||||||
sector.aegis.description = 이 구역에는 텅스텐 매장지가 있습니다.\n[accent]충격 드릴[]을 연구해 이 자원을 채굴하고 해당 지역의 적 기지를 파괴하세요.
|
sector.aegis.description = 이 구역에는 텅스텐 매장지가 있습니다.\n[accent]충격 드릴[]을 연구해 이 자원을 채굴하고 해당 지역의 적 기지를 파괴하세요.
|
||||||
sector.lake.description = 이 지역의 광재 호수는 유닛의 활동 범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
|
sector.lake.description = 이 지역의 광재 호수는 유닛의 활동 범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
|
||||||
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 유닛이 필요할 것입니다.
|
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 유닛이 필요할 것입니다.
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = 빈도
|
|||||||
stat.targetsair = 공중 조준
|
stat.targetsair = 공중 조준
|
||||||
stat.targetsground = 지상 조준
|
stat.targetsground = 지상 조준
|
||||||
stat.crushdamage = 파쇄 피해
|
stat.crushdamage = 파쇄 피해
|
||||||
|
stat.legsplashdamage = 다리 짓밟기 피해
|
||||||
stat.itemsmoved = 이동 속도
|
stat.itemsmoved = 이동 속도
|
||||||
stat.launchtime = 출격 간격
|
stat.launchtime = 출격 간격
|
||||||
stat.shootrange = 사거리
|
stat.shootrange = 사거리
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = 자원 용량
|
|||||||
stat.memorycapacity = 변수 용량
|
stat.memorycapacity = 변수 용량
|
||||||
stat.basepowergeneration = 기본 전력 발전량
|
stat.basepowergeneration = 기본 전력 발전량
|
||||||
stat.productiontime = 소요 시간
|
stat.productiontime = 소요 시간
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = 건물 완전 수리 시간
|
stat.repairtime = 건물 완전 수리 시간
|
||||||
stat.repairspeed = 수리 속도
|
stat.repairspeed = 수리 속도
|
||||||
stat.weapons = 무기
|
stat.weapons = 무기
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = 발사 주기
|
|||||||
stat.ammo = 탄약
|
stat.ammo = 탄약
|
||||||
stat.shieldhealth = 보호막 내구도
|
stat.shieldhealth = 보호막 내구도
|
||||||
stat.cooldowntime = 쿨타임
|
stat.cooldowntime = 쿨타임
|
||||||
|
stat.regenerationrate = 재생률
|
||||||
|
stat.activationtime = 활성화 시간
|
||||||
stat.explosiveness = 폭발성
|
stat.explosiveness = 폭발성
|
||||||
stat.basedeflectchance = 기본 반사 확률
|
stat.basedeflectchance = 기본 반사 확률
|
||||||
stat.lightningchance = 전격 생성 확률
|
stat.lightningchance = 전격 생성 확률
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = 채굴 등급
|
|||||||
stat.payloadcapacity = 화물 용량
|
stat.payloadcapacity = 화물 용량
|
||||||
stat.abilities = 능력
|
stat.abilities = 능력
|
||||||
stat.canboost = 이륙 가능
|
stat.canboost = 이륙 가능
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = 비행
|
stat.flying = 비행
|
||||||
stat.ammouse = 탄약 사용
|
stat.ammouse = 탄약 사용
|
||||||
stat.ammocapacity = 탄약 용량
|
stat.ammocapacity = 탄약 용량
|
||||||
@@ -1107,7 +1109,7 @@ ability.suppressionfield = 재생성 억제 필드
|
|||||||
ability.suppressionfield.description = 근처 수리 건물을 잠깐동안 억제함
|
ability.suppressionfield.description = 근처 수리 건물을 잠깐동안 억제함
|
||||||
ability.energyfield = 에너지 필드
|
ability.energyfield = 에너지 필드
|
||||||
ability.energyfield.description = 근처 적을 감전시킴
|
ability.energyfield.description = 근처 적을 감전시킴
|
||||||
ability.energyfield.healdescription = 근처 적에게 전기 충격을 주고 아군을 치료함
|
ability.energyfield.healdescription = 근처 적에게 전기 충격을 주고 건물과 아군을 치료함
|
||||||
ability.regen = 재생
|
ability.regen = 재생
|
||||||
ability.regen.description = 시간이 지남에 따라 스스로 체력을 재생함
|
ability.regen.description = 시간이 지남에 따라 스스로 체력을 재생함
|
||||||
ability.liquidregen = 액체 흡수
|
ability.liquidregen = 액체 흡수
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = 발사 대기시간
|
|||||||
bar.input = 입력
|
bar.input = 입력
|
||||||
bar.output = 출력
|
bar.output = 출력
|
||||||
bar.strength = [stat]{0}[lightgray]x 치료 속도[][]
|
bar.strength = [stat]{0}[lightgray]x 치료 속도[][]
|
||||||
|
bar.regenerationrate = [stat]{0}/초[lightgray] 재생률
|
||||||
|
bar.activationtimer = {0}초 후 활성화
|
||||||
|
bar.activated = 활성화됨
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] 피해량[][]
|
bullet.damage = [stat]{0}[lightgray] 피해량[][]
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgray] 타일[][][][]
|
bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgray] 타일[][][][]
|
||||||
bullet.incendiary = [stat]방화[]
|
bullet.incendiary = [stat]방화[]
|
||||||
bullet.homing = [stat]유도[]
|
bullet.homing = [stat]유도[]
|
||||||
bullet.armorpierce = [stat]방어 관통
|
bullet.armorpierce = [stat]방어 관통
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] 방어력 취약
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] 방어력 관통
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] 방어력 반격
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] 피해 한도
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] 피해 한도
|
||||||
bullet.suppression = [stat]{0} 초[lightgray] 수리 억제 ~ [stat]{1}[lightgray] 타일
|
bullet.suppression = [stat]{0} 초[lightgray] 수리 억제 ~ [stat]{1}[lightgray] 타일
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/초[lightgray] 간격 탄환:
|
bullet.interval = [stat]{0}/초[lightgray] 간격 탄환:
|
||||||
bullet.frags = [stat]{0}[lightgray]개 파편 탄환:[][]
|
bullet.frags = [stat]{0}[lightgray]개 파편 탄환:[][]
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량[][][][]
|
bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량[][][][]
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량[][]
|
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량[][]
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] 보호막 피해량
|
bullet.shielddamage = [stat]{0}%[lightgray] 보호막 피해량
|
||||||
bullet.knockback = [stat]{0}[lightgray] 넉백[][]
|
bullet.knockback = [stat]{0}[lightgray] 넉백[][]
|
||||||
bullet.pierce = [stat]{0}[lightgray]번 관통[][]
|
bullet.pierce = [stat]{0}[lightgray]번 관통[][]
|
||||||
@@ -1188,7 +1205,7 @@ bullet.healpercent = [stat]{0}%[lightgray] 회복[][]
|
|||||||
bullet.healamount = [stat]{0}[lightgray] 직접 수리
|
bullet.healamount = [stat]{0}[lightgray] 직접 수리
|
||||||
bullet.multiplier = [stat]{0}[lightgray]배 탄약 배수[][]
|
bullet.multiplier = [stat]{0}[lightgray]배 탄약 배수[][]
|
||||||
bullet.reload = [stat]{0}%[lightgray] 발사 속도[][]
|
bullet.reload = [stat]{0}%[lightgray] 발사 속도[][]
|
||||||
bullet.range = [stat]{0}[lightgray]블록 추가 범위
|
bullet.range = [stat]{0}[lightgray] 타일 범위
|
||||||
bullet.notargetsmissiles = [stat] 건물 무시
|
bullet.notargetsmissiles = [stat] 건물 무시
|
||||||
bullet.notargetsbuildings = [stat] 미사일 무시
|
bullet.notargetsbuildings = [stat] 미사일 무시
|
||||||
|
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = 액체/초
|
|||||||
unit.itemssecond = 자원/초
|
unit.itemssecond = 자원/초
|
||||||
unit.liquidunits = 액체
|
unit.liquidunits = 액체
|
||||||
unit.powerunits = 전력
|
unit.powerunits = 전력
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = 열 단위
|
unit.heatunits = 열 단위
|
||||||
unit.degrees = 도
|
unit.degrees = 도
|
||||||
unit.seconds = 초
|
unit.seconds = 초
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = m
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = 발
|
unit.shots = 발
|
||||||
unit.pershot = /발
|
unit.pershot = /발
|
||||||
|
unit.perleg = /다리
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = 목적
|
category.purpose = 목적
|
||||||
category.general = 일반
|
category.general = 일반
|
||||||
category.power = 전력
|
category.power = 전력
|
||||||
@@ -1426,6 +1446,8 @@ 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.coreunloaders = 코어 언로더 허용
|
||||||
|
rules.coreunloaders.info = 이 기능을 활성화하면, 세르풀로 언로더는 코어에서 아이템을 가져갈 수 있습니다. 에레키르 언로더에는 영향을 미치지 않습니다.
|
||||||
rules.derelictrepair = 잔해 블록 수리 허용
|
rules.derelictrepair = 잔해 블록 수리 허용
|
||||||
rules.reactorexplosions = 원자로 폭발 허용
|
rules.reactorexplosions = 원자로 폭발 허용
|
||||||
rules.coreincinerates = 코어에 특정 자원량 초과 시 자동 소각 허용
|
rules.coreincinerates = 코어에 특정 자원량 초과 시 자동 소각 허용
|
||||||
@@ -1436,17 +1458,19 @@ rules.wavesending = 단계 넘김
|
|||||||
rules.allowedit = 규칙 편집 허용
|
rules.allowedit = 규칙 편집 허용
|
||||||
rules.allowedit.info = 이 기능을 활성화하면, 플레이어는 일시 정지 메뉴의 왼쪽 하단에 있는 버튼을 통해 게임 내에서 규칙을 편집할 수 있습니다.
|
rules.allowedit.info = 이 기능을 활성화하면, 플레이어는 일시 정지 메뉴의 왼쪽 하단에 있는 버튼을 통해 게임 내에서 규칙을 편집할 수 있습니다.
|
||||||
rules.alloweditworldprocessors = 월드 프로세서 편집 허용
|
rules.alloweditworldprocessors = 월드 프로세서 편집 허용
|
||||||
rules.alloweditworldprocessors.info = 이 기능을 활성화하면 편집기 외부에서도 월드 로직 블록을 배치하고 편집할 수 있습니다.
|
rules.alloweditworldprocessors.info = 이 기능을 활성화하면, 편집기 외부에서도 월드 로직 블록을 배치하고 편집할 수 있습니다.
|
||||||
rules.waves = 단계
|
rules.waves = 단계
|
||||||
rules.airUseSpawns = 공중 유닛 스폰 지점 사용
|
rules.airUseSpawns = 공중 유닛 스폰 지점 사용
|
||||||
rules.wavespawnatcores = 적 코어 근처에 스폰
|
rules.wavespawnatcores = 적 코어 근처에 스폰
|
||||||
rules.wavespawnatcores.info = 공격 모드에서 활성화되면 모든 적 코어 근처에서 적이 스폰됩니다.
|
rules.wavespawnatcores.info = 공격 모드에서 활성화되면, 모든 적 코어 근처에서 적이 스폰됩니다.
|
||||||
rules.attack = 공격 모드
|
rules.attack = 공격 모드
|
||||||
rules.buildai = 기지 건설 AI
|
rules.buildai = 기지 건설 AI
|
||||||
rules.buildaitier = 건설 AI 등급
|
rules.buildaitier = 건설 AI 등급
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS 공격 AI
|
rules.rtsai.campaign = RTS 공격 AI
|
||||||
rules.rtsai.campaign.info = 공격 맵에서는 유닛을 그룹화하여 더욱 지능적인 방식으로 플레이어 기지를 공격합니다.
|
rules.rtsai.campaign.info = 공격 맵에서는 유닛을 그룹화하여 더욱 지능적인 방식으로 플레이어 기지를 공격합니다.
|
||||||
|
rules.clearsectoronloss = 지역을 잃었을 시 잔해 제거
|
||||||
|
rules.clearsectoronloss.info = 지역을 잃게되면, 이전 시도에서 건설한 플레이어의 건물이 유지되지 않습니다.
|
||||||
rules.rtsminsquadsize = 최소 부대 규모
|
rules.rtsminsquadsize = 최소 부대 규모
|
||||||
rules.rtsmaxsquadsize = 최대 부대 규모
|
rules.rtsmaxsquadsize = 최대 부대 규모
|
||||||
rules.rtsminattackweight = 최소 공격 중량
|
rules.rtsminattackweight = 최소 공격 중량
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = 패배한 팀 건물 정리하기 (PvP)
|
|||||||
rules.corecapture = 코어 파괴 시 점령
|
rules.corecapture = 코어 파괴 시 점령
|
||||||
rules.polygoncoreprotection = 다각형 코어 건설 금지구역
|
rules.polygoncoreprotection = 다각형 코어 건설 금지구역
|
||||||
rules.placerangecheck = 배치 거리 확인
|
rules.placerangecheck = 배치 거리 확인
|
||||||
|
rules.protectcores = 코어 보호
|
||||||
|
rules.protectcores.info = 이 기능을 비활성화하면, 코어 건설 금지구역이 이 팀에 영향을 미치지 않습니다.\n플레이어는 보호되지 않은 팀에 배정되지 않습니다.
|
||||||
|
rules.checkplacement = 배치 확인
|
||||||
|
rules.checkplacement.info = 이 기능을 비활성화하면, 이 팀의 건물이 배치 범위 검사에서 무시됩니다.
|
||||||
rules.enemyCheat = 적 AI 무한자원
|
rules.enemyCheat = 적 AI 무한자원
|
||||||
rules.blockhealthmultiplier = 블록 체력 배수
|
rules.blockhealthmultiplier = 블록 체력 배수
|
||||||
rules.blockdamagemultiplier = 블록 피해량 배수
|
rules.blockdamagemultiplier = 블록 피해량 배수
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = 유닛 체력 배수
|
|||||||
rules.unitdamagemultiplier = 유닛 피해량 배수
|
rules.unitdamagemultiplier = 유닛 피해량 배수
|
||||||
rules.unitcrashdamagemultiplier = 유닛 충돌 피해량 배수
|
rules.unitcrashdamagemultiplier = 유닛 충돌 피해량 배수
|
||||||
rules.unitminespeedmultiplier = 유닛 채굴 속도 배수
|
rules.unitminespeedmultiplier = 유닛 채굴 속도 배수
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = 로직: 유닛 건설 허용
|
||||||
|
rules.logicunitdeconstruct = 로직: 유닛 철거 허용
|
||||||
rules.solarmultiplier = 태양광 전력 배수
|
rules.solarmultiplier = 태양광 전력 배수
|
||||||
rules.unitcapvariable = 코어 유닛 수 제한 추가
|
rules.unitcapvariable = 코어 유닛 수 제한 추가
|
||||||
rules.unitpayloadsexplode = 들어올린 화물 유닛과 함께 폭발
|
rules.unitpayloadsexplode = 들어올린 화물 유닛과 함께 폭발
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = 단계에 생성된 유닛이 코어 또는 전력 생
|
|||||||
rules.placerangecheck.info = 플레이어가 적 건물 근처에 건설 불가 구역을 생성합니다. 만일, 플레이어가 포탑을 건설하고자 할 경우 반경이 증가되어 적 건물이 포탑의 사정거리에 닿지 않게 됩니다.
|
rules.placerangecheck.info = 플레이어가 적 건물 근처에 건설 불가 구역을 생성합니다. 만일, 플레이어가 포탑을 건설하고자 할 경우 반경이 증가되어 적 건물이 포탑의 사정거리에 닿지 않게 됩니다.
|
||||||
rules.onlydepositcore.info = 코어를 제외한 어떠한 건물에도 자원을 투하할 수 없게 만듭니다.
|
rules.onlydepositcore.info = 코어를 제외한 어떠한 건물에도 자원을 투하할 수 없게 만듭니다.
|
||||||
|
|
||||||
content.item.name = 자원
|
database-category.item = 자원
|
||||||
content.liquid.name = 액체
|
database-category.liquid = 액체
|
||||||
content.unit.name = 유닛
|
database-category.unit = 유닛
|
||||||
content.block.name = 블록
|
database-category.block = 블록
|
||||||
content.status.name = 상태 이상
|
database-category.status = 상태 이상
|
||||||
content.sector.name = 지역
|
database-category.sector = 지역
|
||||||
content.team.name = 파벌
|
database-category.team = 파벌
|
||||||
|
|
||||||
|
database-tag.turret = 포탑
|
||||||
|
database-tag.production = 생산
|
||||||
|
database-tag.distribution = 운반
|
||||||
|
database-tag.liquid = 액체
|
||||||
|
database-tag.power = 전력
|
||||||
|
database-tag.defense = 방어
|
||||||
|
database-tag.crafting = 제작
|
||||||
|
database-tag.units = 유닛
|
||||||
|
database-tag.effect = 유틸리티
|
||||||
|
database-tag.logic = 로직
|
||||||
|
database-tag.unit-air = 공중
|
||||||
|
database-tag.unit-naval = 해상
|
||||||
|
database-tag.unit-ground = 지상
|
||||||
|
|
||||||
wallore = (벽)
|
wallore = (벽)
|
||||||
|
|
||||||
@@ -1711,8 +1756,8 @@ block.metal-wall-2.name = 금속 벽 2
|
|||||||
block.metal-wall-3.name = 금속 벽 3
|
block.metal-wall-3.name = 금속 벽 3
|
||||||
block.colored-floor.name = 색상 바닥
|
block.colored-floor.name = 색상 바닥
|
||||||
block.colored-wall.name = 색상 벽
|
block.colored-wall.name = 색상 벽
|
||||||
block.character-overlay.name = 문자 타일
|
block.character-overlay.name = 문자 장식
|
||||||
block.character-overlay-white.name = 문자 타일 (하얀색)
|
block.character-overlay-white.name = 문자 장식 (하얀색)
|
||||||
block.rune-overlay.name = 룬 장식
|
block.rune-overlay.name = 룬 장식
|
||||||
block.rune-overlay-crux.name = 룬 장식 (크럭스)
|
block.rune-overlay-crux.name = 룬 장식 (크럭스)
|
||||||
block.dark-panel-1.name = 검은 패널 1
|
block.dark-panel-1.name = 검은 패널 1
|
||||||
@@ -1830,7 +1875,7 @@ block.cyclone.name = 사이클론
|
|||||||
block.fuse.name = 퓨즈
|
block.fuse.name = 퓨즈
|
||||||
block.shock-mine.name = 전격 지뢰
|
block.shock-mine.name = 전격 지뢰
|
||||||
block.overdrive-projector.name = 과부하 프로젝터
|
block.overdrive-projector.name = 과부하 프로젝터
|
||||||
block.force-projector.name = 보호막 프로젝터
|
block.force-projector.name = 방호 프로젝터
|
||||||
block.arc.name = 아크
|
block.arc.name = 아크
|
||||||
block.rtg-generator.name = RTG 발전기
|
block.rtg-generator.name = RTG 발전기
|
||||||
block.spectre.name = 스펙터
|
block.spectre.name = 스펙터
|
||||||
@@ -1860,7 +1905,7 @@ block.payload-source.name = 화물 공급기
|
|||||||
block.disassembler.name = 광재 분해기
|
block.disassembler.name = 광재 분해기
|
||||||
block.silicon-crucible.name = 실리콘 도가니
|
block.silicon-crucible.name = 실리콘 도가니
|
||||||
block.overdrive-dome.name = 대형 과부하 프로젝터
|
block.overdrive-dome.name = 대형 과부하 프로젝터
|
||||||
block.interplanetary-accelerator.name = 성간 가속기
|
block.interplanetary-accelerator.name = 행성간 가속기
|
||||||
block.constructor.name = 건설기
|
block.constructor.name = 건설기
|
||||||
block.constructor.description = 최대 2x2 크기의 구조물을 제작합니다.
|
block.constructor.description = 최대 2x2 크기의 구조물을 제작합니다.
|
||||||
block.large-constructor.name = 대형 건설기
|
block.large-constructor.name = 대형 건설기
|
||||||
@@ -1962,8 +2007,8 @@ block.radar.name = 레이더
|
|||||||
block.build-tower.name = 건설 타워
|
block.build-tower.name = 건설 타워
|
||||||
block.regen-projector.name = 재생 프로젝터
|
block.regen-projector.name = 재생 프로젝터
|
||||||
block.shockwave-tower.name = 충격파 타워
|
block.shockwave-tower.name = 충격파 타워
|
||||||
block.shield-projector.name = 방어막 프로젝터
|
block.shield-projector.name = 보호막 프로젝터
|
||||||
block.large-shield-projector.name = 대형 방어막 프로젝터
|
block.large-shield-projector.name = 대형 보호막 프로젝터
|
||||||
block.armored-duct.name = 장갑 도관
|
block.armored-duct.name = 장갑 도관
|
||||||
block.overflow-duct.name = 포화 도관
|
block.overflow-duct.name = 포화 도관
|
||||||
block.underflow-duct.name = 불포화 도관
|
block.underflow-duct.name = 불포화 도관
|
||||||
@@ -2064,8 +2109,8 @@ hint.unitControl = 아군 유닛과 포탑을 조종하려면 [accent][[왼쪽 c
|
|||||||
hint.unitControl.mobile = 아군 유닛과 포탑을 조종하려면 해당 개체를 [accent]빠르게 두 번 누르십시오[].
|
hint.unitControl.mobile = 아군 유닛과 포탑을 조종하려면 해당 개체를 [accent]빠르게 두 번 누르십시오[].
|
||||||
hint.unitSelectControl = 유닛을 조종하려면, [accent]왼쪽 shift[]를 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 누르거나 끌어서 유닛을 선택합니다. [accent]우클릭[]으로 유닛에게 이동과 공격을 명령할 수 있습니다.
|
hint.unitSelectControl = 유닛을 조종하려면, [accent]왼쪽 shift[]를 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 누르거나 끌어서 유닛을 선택합니다. [accent]우클릭[]으로 유닛에게 이동과 공격을 명령할 수 있습니다.
|
||||||
hint.unitSelectControl.mobile = 유닛을 조종하려면, 왼쪽 아래에 있는 [accent]명령[]을 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 길게 누르거나 끌어서 유닛을 선택합니다. 눌러서 유닛에게 이동과 공격을 명령할 수 있습니다.
|
hint.unitSelectControl.mobile = 유닛을 조종하려면, 왼쪽 아래에 있는 [accent]명령[]을 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 길게 누르거나 끌어서 유닛을 선택합니다. 눌러서 유닛에게 이동과 공격을 명령할 수 있습니다.
|
||||||
hint.launch = 충분한 자원을 모았으면, 오른쪽 하단에 \ue827 [accent]지도[]에서 주변 지역을 선택해서 [accent]출격[]할 수 있습니다.
|
hint.launch = 충분한 자원을 모았으면, 오른쪽 하단에 \ue827 [accent]행성 지도[]에서 주변 지역을 선택해서 [accent]출격[]할 수 있습니다.
|
||||||
hint.launch.mobile = 충분한 자원을 모았으면, 왼쪽 상단에 \ue88c [accent]메뉴[]에 있는 \ue827 [accent]지도[]에서 주변 지역을 선택해서 [accent]출격[]할 수 있습니다.
|
hint.launch.mobile = 충분한 자원을 모았으면, 왼쪽 상단에 \ue88c [accent]메뉴[]에 있는 \ue827 [accent]행성 지도[]에서 주변 지역을 선택해서 [accent]출격[]할 수 있습니다.
|
||||||
hint.schematicSelect = [accent][[F][]를 누른 채로 끌어서 복사하고 붙여넣을 블록을 선택하십시오. \n\n [accent][[마우스 휠][]을 누르면 한 개의 블록만 복사할 수 있습니다.
|
hint.schematicSelect = [accent][[F][]를 누른 채로 끌어서 복사하고 붙여넣을 블록을 선택하십시오. \n\n [accent][[마우스 휠][]을 누르면 한 개의 블록만 복사할 수 있습니다.
|
||||||
hint.rebuildSelect = [accent][[B][]를 누르고 끌어서 파괴된 블록 흔적을 선택하세요.\n선택된 블록은 자동으로 복구됩니다.
|
hint.rebuildSelect = [accent][[B][]를 누르고 끌어서 파괴된 블록 흔적을 선택하세요.\n선택된 블록은 자동으로 복구됩니다.
|
||||||
hint.rebuildSelect.mobile = 복사 버튼 \ue874 을 선택하시고, 재건축 버튼 \ue80f 을 탭 하신 뒤, 드래그 하여 블록 흔적을 선택하세요. 선택된 블록은 자동으로 복구됩니다.
|
hint.rebuildSelect.mobile = 복사 버튼 \ue874 을 선택하시고, 재건축 버튼 \ue80f 을 탭 하신 뒤, 드래그 하여 블록 흔적을 선택하세요. 선택된 블록은 자동으로 복구됩니다.
|
||||||
@@ -2078,8 +2123,9 @@ hint.payloadDrop = 다시 내려놓으려면 빈 공간에서 [accent]][]를 누
|
|||||||
hint.payloadDrop.mobile = 다시 내려놓으려면 빈 공간에서 두고 싶은 곳을 [accent]잠깐 누르십시오[].
|
hint.payloadDrop.mobile = 다시 내려놓으려면 빈 공간에서 두고 싶은 곳을 [accent]잠깐 누르십시오[].
|
||||||
hint.waveFire = [accent]웨이브[] 포탑에 물을 공급하면 주변에 발생한 화재를 자동으로 진압합니다.
|
hint.waveFire = [accent]웨이브[] 포탑에 물을 공급하면 주변에 발생한 화재를 자동으로 진압합니다.
|
||||||
hint.generator = \uf879 [accent]화력 발전기[]는 석탄을 태워서 주변 블록에 전력을 전달합니다.\n\n \uf87f 더 넓은 범위의 블록에 전력을 전달하려면 [accent]전력 노드[]를 활용하십시오.
|
hint.generator = \uf879 [accent]화력 발전기[]는 석탄을 태워서 주변 블록에 전력을 전달합니다.\n\n \uf87f 더 넓은 범위의 블록에 전력을 전달하려면 [accent]전력 노드[]를 활용하십시오.
|
||||||
hint.guardian = [accent]수호자[] 유닛은 높은 체력과 방어력을 가졌습니다. [accent]구리[]와 [accent]납[]처럼 약한 탄약으로는 [scarlet]아무런 효과도 없습니다[].\n\n수호자를 제거하려면 높은 단계의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오.
|
hint.guardian = [accent]수호자[] 유닛은 높은 체력과 방어력을 가졌습니다. [accent]구리[]와 [accent]납[]처럼 약한 탄약으로는 [scarlet]효과적인 피해를 주지 못합니다[].\n\n수호자를 제거하려면 높은 티어의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오.
|
||||||
hint.coreUpgrade = 코어는 [accent]상위 코어를 위에 설치[]하여 업그레이드할 수 있습니다.\n\n [accent]기반[] 코어를 [accent]조각[] 코어 위에 설치하십시오. 주변에 장애물이 없는지 확인하십시오.
|
hint.coreUpgrade = 코어는 [accent]상위 코어를 위에 설치[]하여 업그레이드할 수 있습니다.\n\n [accent]기반[] 코어를 [accent]조각[] 코어 위에 설치하십시오. 주변에 장애물이 없는지 확인하십시오.
|
||||||
|
hint.serpuloCoreZone = 추가 코어는 :core-zone: [accent]코어 구역[] 타일에 건설할 수 있습니다.
|
||||||
hint.cannotUpgrade = 만약 재구성기 위에 [red]:tree:[] 아이콘이 있는 경우 업그레이드된 버전이 아직 연구되지 않았음을 나타냅니다.\n\n유닛 업그레이드는 재구성기에서 생산되기 전에 [accent]:tree: 연구 기록[]에서 반드시 연구해야 합니다.
|
hint.cannotUpgrade = 만약 재구성기 위에 [red]:tree:[] 아이콘이 있는 경우 업그레이드된 버전이 아직 연구되지 않았음을 나타냅니다.\n\n유닛 업그레이드는 재구성기에서 생산되기 전에 [accent]:tree: 연구 기록[]에서 반드시 연구해야 합니다.
|
||||||
hint.presetLaunch = [accent]얼어붙은 숲[]과 같은 회색[accent]캠페인 지역[]은 어디에서나 출격해서 올 수 있습니다. 주변 지역을 점령하지 않아도 됩니다.\n\n이와 같은 [accent]네임드 지역[]들은 [accent]선택적[]입니다.
|
hint.presetLaunch = [accent]얼어붙은 숲[]과 같은 회색[accent]캠페인 지역[]은 어디에서나 출격해서 올 수 있습니다. 주변 지역을 점령하지 않아도 됩니다.\n\n이와 같은 [accent]네임드 지역[]들은 [accent]선택적[]입니다.
|
||||||
hint.presetDifficulty = 이 지역은 [scarlet]위험도가 높은[] 지역입니다.\n적절한 기술과 준비 없이 이런 지역들로 출격하는건 [accent]추천하지 않습니다[].
|
hint.presetDifficulty = 이 지역은 [scarlet]위험도가 높은[] 지역입니다.\n적절한 기술과 준비 없이 이런 지역들로 출격하는건 [accent]추천하지 않습니다[].
|
||||||
@@ -2089,24 +2135,52 @@ hint.factoryControl.mobile = 유닛 공장의 [accent]출력 목적지[]를 설
|
|||||||
|
|
||||||
gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
|
gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
|
||||||
gz.mine.mobile = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
|
gz.mine.mobile = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
|
||||||
gz.research = 오른쪽 하단에 \ue875 연구 기록을 클릭하거나 'J'키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 기록을 닫은 후, 오른쪽 아래에 있는 블록 메뉴에서 [accent]드릴 아이콘의 카테고리[]를 클릭하고, 해당 드릴을 선택하세요.\n구리 광석 위에 클릭해서 배치합니다.\n(만약 바로 건설되는게 불편하다면, 설정에서 건설 자동 일시정지를 킬 수 있습니다.)[]
|
gz.research = 오른쪽 하단에 \ue875 연구 기록을 클릭하거나 'J'키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 기록을 닫은 후, 오른쪽 아래에 있는 블록 메뉴에서 [accent]드릴 아이콘의 카테고리[]를 클릭하고, 해당 드릴을 선택하세요.\n구리 광석 위에 클릭해서 배치합니다.\n[lightgray](만약 바로 건설되는게 불편하다면, 설정->게임에서 건설 자동 일시정지를 킬 수 있습니다.)[]
|
||||||
gz.research.mobile = 왼쪽 상단에 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 메뉴를 닫아서 오른쪽 아래에 있는 블록 메뉴에 [accent]드릴 아이콘의 카테고리[]를 누르고, 해당 드릴을 선택하세요.\n구리 광석 위에 눌러서 배치합니다.\n\n오른쪽 아래 \ue800 [accent]체크마크[]를 눌러 확정지으세요.
|
gz.research.mobile = 왼쪽 상단에 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 메뉴를 닫아서 오른쪽 아래에 있는 블록 메뉴에 [accent]드릴 아이콘의 카테고리[]를 누르고, 해당 드릴을 선택하세요.\n구리 광석 위에 눌러서 배치합니다.\n\n오른쪽 아래 \ue800 [accent]체크마크[]를 눌러 확정지으세요.
|
||||||
gz.conveyors = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n컨베이어를 선택하고, 클릭하고 드래그해서 컨베이어를 길게 배치하세요.\n[accent]스크롤[]로 방향을 회전할 수 있습니다.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
gz.conveyors = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n컨베이어를 선택하고, 클릭하고 드래그해서 컨베이어를 길게 배치하세요.\n[accent]스크롤[]로 방향을 회전할 수 있습니다.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
||||||
gz.conveyors.mobile = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n손가락을 길게 누르고 끌어서 컨베이어를 길게 배치하세요.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
gz.conveyors.mobile = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n손가락을 길게 누르고 끌어서 컨베이어를 길게 배치하세요.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
||||||
gz.drills = 채굴 작업을 확장하세요.\n기계식 드릴을 더 배치하세요.\n[accent]새 목표:[] 드릴로 구리를 채굴하고 컨베이어를 이용해 [accent]구리 100개[]를 코어로 운반하기.
|
gz.drills = 채굴 작업을 확장하세요.\n기계식 드릴을 더 배치하세요.\n[accent]새 목표:[] 드릴로 구리를 채굴하고 컨베이어를 이용해 [accent]구리 100개[]를 코어로 운반하기.
|
||||||
gz.lead = \uf837 [accent]납[]은 일반적으로 사용되는 또 다른 자원입니다.\n납을 채굴하기 위한 드릴을 건설하세요.
|
gz.lead = \uf837 [accent]납[]은 일반적으로 사용되는 또 다른 자원입니다.\n납을 채굴하기 위한 드릴과 컨베이어를 건설하세요.
|
||||||
gz.moveup = \ue804 추가 목표를 위해 위로 이동하세요.
|
gz.moveup = \ue804 추가 목표를 위해 위로 이동하세요.
|
||||||
gz.turrets = 이 게임의 핵심인 '코어'를 보호하기 위해 \uf861 [accent]듀오[] 포탑을 연구하고 2개를 설치하세요.\n듀오 포탑은 컨베이어로부터 \uf838 [accent]탄약[]을 공급받아야 합니다.
|
gz.turrets = 이 게임의 핵심인 '코어'를 보호하기 위해 \uf861 [accent]듀오[] 포탑을 연구하고 2개를 설치하세요.\n듀오 포탑은 컨베이어로부터 \uf838 [accent]탄약[]을 공급받아야 합니다.
|
||||||
gz.duoammo = 컨베이어를 활용하여, 듀오 포탑에 [accent]구리[]를 공급하세요.
|
gz.duoammo = 컨베이어를 활용하여, 듀오 포탑에 [accent]구리[]를 공급하세요.
|
||||||
gz.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf8ae [accent]구리 벽[]을 배치하세요.
|
gz.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n\uf8ae [accent]구리 벽[]을 연구하고 포탑 주변에 배치하세요.
|
||||||
gz.defend = 적이 다가옵니다, 방어 태세를 갖추세요.
|
gz.defend = 적이 다가옵니다, 방어 태세를 갖추세요.
|
||||||
gz.aa = 비행 유닛은 기본 포탑으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 훌륭한 대공 방어를 자랑하지만, 탄환으로 \uf837 [accent]납[]이 필요합니다.
|
gz.aa = 비행 유닛은 기본 포탑으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 훌륭한 대공 방어를 자랑하지만, 탄환으로 \uf837 [accent]납[]이 필요합니다.\n전에 숙지 했던 방법으로 스캐터를 배치하세요.
|
||||||
gz.scatterammo = 컨베이어를 활용하여, 스캐터 포탑에 [accent]납[]을 공급하세요.
|
gz.scatterammo = 컨베이어를 활용하여, 스캐터 포탑에 [accent]납[]을 공급하세요.
|
||||||
gz.supplyturret = [accent]보급 포탑
|
gz.supplyturret = [accent]포탑에 탄약 보급
|
||||||
gz.zone1 = 이건 적의 착륙 지점입니다.
|
gz.zone1 = 여긴 적의 착륙 지점입니다.
|
||||||
gz.zone2 = 반경에 세워진 모든 것은 단계가 시작되면 파괴됩니다.
|
gz.zone2 = 반경에 세워진 모든 것은 단계가 시작되면 파괴됩니다.
|
||||||
gz.zone3 = 단계가 지금 시작됩니다.\n준비하세요.
|
gz.zone3 = 단계가 지금 시작됩니다.\n준비하세요.
|
||||||
gz.finish = 포탑을 더 건설하고, 자원을 더 채굴하고,\n그리고 모든 단계를 막아내어 [accent]이 지역을 점령[]하세요. 이것으로 튜토리얼을 마칩니다. 행운을 빕니다.
|
gz.finish = 포탑을 더 건설하고, 자원을 더 채굴하고,\n모든 단계를 막아내어 [accent]이 지역을 점령[]하세요. 이것으로 튜토리얼을 마칩니다. 행운을 빕니다.
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = 건물을 방어하고 적을 공격하려면 [accent]유닛[]을 사용해야 합니다.\n:ground-factory: [accent]지상 공장[]을 연구하고 배치하세요.
|
||||||
|
fungalpass.tutorial2 = 공장에서 :dagger: [accent]대거[] 유닛을 선택하고.\n유닛을 총 3기 생산하세요.
|
||||||
|
|
||||||
|
frontier.tutorial1 = :additive-reconstructor: [accent]애디티브 재구성기[]\n는 :silicon: 실리콘과 :graphite: 흑연을 사용하여 1티어 유닛을 2티어로 업그레이드합니다.\n\n[accent]연구하고[] :dagger: [accent]대거를 재구성하여[]:mace: [accent]메이스를 만드세요.[]
|
||||||
|
frontier.tutorial2 = 적의 공격은 모든 적 코어가 [unlaunched]파괴[]될 때까지 [accent]무한히 계속[]됩니다.
|
||||||
|
frontier.tutorial3 = [accent]단계가 너무 높아지기 전에 적 기지를 빠르게 파괴하세요[].
|
||||||
|
|
||||||
|
atolls.destroy1 = 먼저 양쪽에 있는 적의 [accent]기반 코어[] 2개를 파괴하고.\n[accent]토륨에 접근하세요[].
|
||||||
|
atolls.mega1 = [accent]명령 모드[]로 들어가서 :mega:[accent]메가[] 유닛을 선택하세오.
|
||||||
|
atolls.mega2 = 메가 유닛이 지상 유닛을 들도록 하려면 \ue87b [accent]유닛 적재[] 명령을 선택하십시오.
|
||||||
|
atolls.mega3 = 메가 유닛을 지상 유닛 [accent]위로[] 이동시켜 적재하세요.
|
||||||
|
atolls.mega4 = [accent]지상 유닛을 여기에 투입하여 공격하십시오.
|
||||||
|
atolls.mega5 = 메가 유닛이 적재된 유닛을 투하하도록 하려면 \ue879 [accent]화물 내려놓기[] 명령을 선택하십시오.
|
||||||
|
atolls.mega6 = \ue879 화물 내려놓기 명령이 선택된 동안 유닛은 [accent]자동으로 투하됩니다[].
|
||||||
|
atolls.mega7 = 메가 유닛은 벽이나 깊은 물 위에 있을 때는 지상 유닛을 [accent]투하하지 않습니다[].
|
||||||
|
atolls.mega8 = [accent]이곳에 해상 유닛을 투입하여 공격하십시오.[]
|
||||||
|
atolls.attack1 = 1: 이 위치에 지상 유닛을 투입하여 공격을 시작하세요.
|
||||||
|
atolls.attack2 = 2: 또는 해상 유닛을 이곳에 투입하여 기습 공격을 감행할 수도 있습니다.
|
||||||
|
atolls.carry1 = 지상 유닛을 운반하려면 :mega:[accent]메가[] 유닛이 필요합니다.
|
||||||
|
atolls.carry2 = 1: 메가 유닛에게 [accent]지상 유닛 위로 이동하라고 명령[]하세요.
|
||||||
|
atolls.carry3 = 2: 메가 유닛으로 지상 유닛을 픽업하려면 \ue87b [accent]유닛 적재[] 명령을 선택하십시오.
|
||||||
|
atolls.carry4 = 3: 유닛을 실은 메가를 지휘하고 이동시키세요.
|
||||||
|
atolls.carry5 = 4: 메가 유닛이 지상 유닛을 투하하도록 하려면 \ue879 [accent]'화물 내려놓기'[] 명령을 선택하십시오.
|
||||||
|
atolls.carry6 = 이러한 단계는 [accent]여기[]에서 검토할 수 있습니다.
|
||||||
|
atolls.carry7 = 적 기지 근처에 추가 병력을 공중 투하하려면 다음 지침을 따르십시오.
|
||||||
|
atolls.noairunit = 이 기지는 공중 유닛으로 파괴하기에는 너무 견고하게 요새화되어 있습니다.
|
||||||
|
atolls.2strategies = 이 기지를 파괴하는 데는 두 가지 전략이 있습니다.
|
||||||
|
|
||||||
onset.mine = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 클릭하여 채굴하세요.\n\n[accent][WASD]로 움직이세요.
|
onset.mine = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 클릭하여 채굴하세요.\n\n[accent][WASD]로 움직이세요.
|
||||||
onset.mine.mobile = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 눌러서 채굴하세요.
|
onset.mine.mobile = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 눌러서 채굴하세요.
|
||||||
@@ -2127,7 +2201,7 @@ onset.turretammo = 포탑에 [accent]베릴륨 탄약[]을 공급하세요.
|
|||||||
onset.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf6ee [accent]베릴륨 벽[]을 배치하세요.
|
onset.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf6ee [accent]베릴륨 벽[]을 배치하세요.
|
||||||
onset.enemies = 적이 다가옵니다, 방어 태세를 갖추세요.
|
onset.enemies = 적이 다가옵니다, 방어 태세를 갖추세요.
|
||||||
onset.defenses = [accent]방어 태세 갖추기:[lightgray] {0}
|
onset.defenses = [accent]방어 태세 갖추기:[lightgray] {0}
|
||||||
onset.attack = 적은 취약한 상태입니다. 반격하세요.
|
onset.attack = 적이 취약한 상태입니다. 반격하세요.
|
||||||
onset.cores = 새로운 코어는 [accent]코어 타일[]위에 배치할 수 있습니다.\n새로운 코어는 전진기지 역할을 하며 다른 코어와 저장된 자원을 공유합니다.\n \uf725 코어를 배치하세요.
|
onset.cores = 새로운 코어는 [accent]코어 타일[]위에 배치할 수 있습니다.\n새로운 코어는 전진기지 역할을 하며 다른 코어와 저장된 자원을 공유합니다.\n \uf725 코어를 배치하세요.
|
||||||
onset.detect = 적은 2분 이내에 당신을 감지할 것입니다.\n생산, 채굴, 방어시설을 구성하세요.
|
onset.detect = 적은 2분 이내에 당신을 감지할 것입니다.\n생산, 채굴, 방어시설을 구성하세요.
|
||||||
onset.commandmode = [accent]shift[]를 눌러 [accent]명령 모드[]를 활성화하세요.\n[accent]좌클릭과 드래그[]로 유닛을 선택하세요.\n[accent]우클릭[]으로 선택된 유닛들에게 이동 또는 공격 명령을 내리세요.
|
onset.commandmode = [accent]shift[]를 눌러 [accent]명령 모드[]를 활성화하세요.\n[accent]좌클릭과 드래그[]로 유닛을 선택하세요.\n[accent]우클릭[]으로 선택된 유닛들에게 이동 또는 공격 명령을 내리세요.
|
||||||
@@ -2141,7 +2215,7 @@ split.build = 유닛을 벽의 반대편으로 운반해야 합니다.\n두 개
|
|||||||
split.container = 컨테이너와 마찬가지로, 유닛도 [accent]화물 매스 드라이버[]를 사용하여 운송할 수 있습니다.\n유닛 조립대를 매스 드라이버 근처에 배치하여 유닛을 적재한 후, 벽을 가로질러 보내 적 기지를 공격하게 만드세요.
|
split.container = 컨테이너와 마찬가지로, 유닛도 [accent]화물 매스 드라이버[]를 사용하여 운송할 수 있습니다.\n유닛 조립대를 매스 드라이버 근처에 배치하여 유닛을 적재한 후, 벽을 가로질러 보내 적 기지를 공격하게 만드세요.
|
||||||
|
|
||||||
item.copper.description = 모든 종류의 구조물 및 탄약으로 사용하는 기본 자원입니다.
|
item.copper.description = 모든 종류의 구조물 및 탄약으로 사용하는 기본 자원입니다.
|
||||||
item.copper.details = 평범한 구리. 세르플로에 비정상적으로 많이 분포되어 있습니다. 기본적으로 보강하지 않는 한 구조적으로 약합니다.
|
item.copper.details = 평범한 구리. 세르풀로에 비정상적으로 많이 분포되어 있습니다. 기본적으로 보강하지 않는 한 구조적으로 약합니다.
|
||||||
item.lead.description = 전자 및 액체 수송 구조물에 광범위하게 사용하는 기본 자원입니다.
|
item.lead.description = 전자 및 액체 수송 구조물에 광범위하게 사용하는 기본 자원입니다.
|
||||||
item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다.
|
item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다.
|
||||||
item.metaglass.description = 액체 분배 및 저장에 광범위하게 사용합니다.
|
item.metaglass.description = 액체 분배 및 저장에 광범위하게 사용합니다.
|
||||||
@@ -2163,7 +2237,7 @@ item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불
|
|||||||
item.pyratite.description = 방화 무기와 연료를 연소하는 발전기에 사용되는 가연성이 매우 높은 물질입니다.
|
item.pyratite.description = 방화 무기와 연료를 연소하는 발전기에 사용되는 가연성이 매우 높은 물질입니다.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
item.beryllium.description = 에르키아의 여러 종류의 건축물과 탄약에 사용됩니다.
|
item.beryllium.description = 에레키르의 여러 종류의 건축물과 탄약에 사용됩니다.
|
||||||
item.tungsten.description = 드릴, 장갑 및 탄약에 사용됩니다. 보다 발전된 구조물을 건설하는 데 필요합니다.
|
item.tungsten.description = 드릴, 장갑 및 탄약에 사용됩니다. 보다 발전된 구조물을 건설하는 데 필요합니다.
|
||||||
item.oxide.description = 전력용 열전도체 및 절연체로 사용됩니다.
|
item.oxide.description = 전력용 열전도체 및 절연체로 사용됩니다.
|
||||||
item.carbide.description = 첨단 구조물, 강력한 유닛 및 탄약에 사용됩니다.
|
item.carbide.description = 첨단 구조물, 강력한 유닛 및 탄약에 사용됩니다.
|
||||||
@@ -2282,7 +2356,7 @@ block.laser-drill.description = 레이저 기술을 통해 훨씬 더 빠르게
|
|||||||
block.blast-drill.description = 최상위 드릴. 작동하려면 많은 양의 전력이 필요합니다.
|
block.blast-drill.description = 최상위 드릴. 작동하려면 많은 양의 전력이 필요합니다.
|
||||||
block.water-extractor.description = 지하수를 추출합니다. 물을 구하기 어려운 곳에서 사용합니다.
|
block.water-extractor.description = 지하수를 추출합니다. 물을 구하기 어려운 곳에서 사용합니다.
|
||||||
block.cultivator.description = 대기에 포함된 미세한 농도의 포자를 산업용 포자로 배양합니다.
|
block.cultivator.description = 대기에 포함된 미세한 농도의 포자를 산업용 포자로 배양합니다.
|
||||||
block.cultivator.details = 복구된 기술. 최대한 효율적으로 생물자원을 생산할 때 사용됨. 현재 세르플로를 뒤덮은 포자의 최초 배양지일 가능성이 높음.
|
block.cultivator.details = 복구된 기술. 최대한 효율적으로 생물자원을 생산할 때 사용됨. 현재 세르풀로를 뒤덮은 포자의 최초 배양지일 가능성이 높음.
|
||||||
block.oil-extractor.description = 석유를 추출하기 위해 많은 양의 전력과 모래 및 물을 사용합니다.
|
block.oil-extractor.description = 석유를 추출하기 위해 많은 양의 전력과 모래 및 물을 사용합니다.
|
||||||
block.core-shard.description = 기지의 핵심입니다. 파괴되면 해당 지역을 잃습니다.
|
block.core-shard.description = 기지의 핵심입니다. 파괴되면 해당 지역을 잃습니다.
|
||||||
block.core-shard.details = 첫 번째 버전. 휴대용. 자가복제 가능. 일회용 출격 추진기를 장착했으며, 행성간 이동에는 부적합함.
|
block.core-shard.details = 첫 번째 버전. 휴대용. 자가복제 가능. 일회용 출격 추진기를 장착했으며, 행성간 이동에는 부적합함.
|
||||||
@@ -2466,7 +2540,7 @@ unit.risso.description = 주변의 모든 적을 향해 탄환과 미사일을
|
|||||||
unit.minke.description = 주변의 지상 적을 향해 일반적인 탄환과 포탄을 발사합니다.
|
unit.minke.description = 주변의 지상 적을 향해 일반적인 탄환과 포탄을 발사합니다.
|
||||||
unit.bryde.description = 적을 향해 장거리 포탄과 미사일을 발사합니다.
|
unit.bryde.description = 적을 향해 장거리 포탄과 미사일을 발사합니다.
|
||||||
unit.sei.description = 적을 향해 철갑탄과 미사일을 일제히 발사합니다.
|
unit.sei.description = 적을 향해 철갑탄과 미사일을 일제히 발사합니다.
|
||||||
unit.omura.description = 적을 향해 장거리 관통 레일건을 발사합니다. 플레어를 생산합니다.
|
unit.omura.description = 적을 향해 장거리 관통 레일건을 발사합니다.
|
||||||
unit.alpha.description = 적으로부터 코어: 조각을 방어합니다. 건설할 수 있습니다.
|
unit.alpha.description = 적으로부터 코어: 조각을 방어합니다. 건설할 수 있습니다.
|
||||||
unit.beta.description = 적으로부터 코어: 기반을 방어합니다. 건설할 수 있습니다.
|
unit.beta.description = 적으로부터 코어: 기반을 방어합니다. 건설할 수 있습니다.
|
||||||
unit.gamma.description = 적으로부터 코어: 핵심을 방어합니다. 건설할 수 있습니다.
|
unit.gamma.description = 적으로부터 코어: 핵심을 방어합니다. 건설할 수 있습니다.
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = 코드를 실행하는 클라이언트의 플레이어 이
|
|||||||
lglobal.@clientTeam = 코드를 실행하는 클라이언트의 팀 ID
|
lglobal.@clientTeam = 코드를 실행하는 클라이언트의 팀 ID
|
||||||
lglobal.@clientMobile = 코드를 실행하는 클라이언트가 모바일에 있는 경우 true, 그렇지 않으면 false
|
lglobal.@clientMobile = 코드를 실행하는 클라이언트가 모바일에 있는 경우 true, 그렇지 않으면 false
|
||||||
|
|
||||||
logic.nounitbuild = [red]유닛의 건설 로직은 여기에서 허용되지 않습니다.
|
|
||||||
|
|
||||||
lenum.type = 건물/유닛의 유형\n예로 분배기는 문자열이 아니라 [accent]@router[]를 반환합니다.
|
lenum.type = 건물/유닛의 유형\n예로 분배기는 문자열이 아니라 [accent]@router[]를 반환합니다.
|
||||||
lenum.shoot = 특정 위치에 발사
|
lenum.shoot = 특정 위치에 발사
|
||||||
lenum.shootp = 목표물 속도를 예측하여 발사
|
lenum.shootp = 목표물 속도를 예측하여 발사
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = 디스플레이 블록의 픽셀 단위 너비.
|
|||||||
laccess.displayheight = 디스플레이 블록의 픽셀 단위 높이.
|
laccess.displayheight = 디스플레이 블록의 픽셀 단위 높이.
|
||||||
laccess.buffersize = 디스플레이의 그래픽 버퍼에 있는 처리되지 않은 명령의 수.
|
laccess.buffersize = 디스플레이의 그래픽 버퍼에 있는 처리되지 않은 명령의 수.
|
||||||
laccess.operations = 블록에서 수행된 작업 수입니다.\n디스플레이의 경우, drawflush 작업 수를 반환합니다.
|
laccess.operations = 블록에서 수행된 작업 수입니다.\n디스플레이의 경우, drawflush 작업 수를 반환합니다.
|
||||||
|
laccess.maxunits = 팀이 보유할 수 있는 최대 유닛 수입니다.\n코어에서만 감지할 수 있습니다.
|
||||||
|
|
||||||
lcategory.unknown = 알 수 없음
|
lcategory.unknown = 알 수 없음
|
||||||
lcategory.unknown.description = 분류되지 않은 설명
|
lcategory.unknown.description = 분류되지 않은 설명
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = 직사각형 외곽선 그리기
|
|||||||
graphicstype.poly = 정다각형 채우기
|
graphicstype.poly = 정다각형 채우기
|
||||||
graphicstype.linepoly = 정다각형 외곽선 그리기
|
graphicstype.linepoly = 정다각형 외곽선 그리기
|
||||||
graphicstype.triangle = 삼각형 채우기
|
graphicstype.triangle = 삼각형 채우기
|
||||||
graphicstype.image = 일부 콘텐츠의 이미지 그리기\n예: [accent]@router[] 또는 [accent]@dagger[].
|
graphicstype.image = 콘텐츠의 이미지를 그리거나 다른 디스플레이를 복사합니다.\n콘텐츠 예: [accent]@router[], [accent]@dagger[] 또는 [accent]display1[] 디스플레이.
|
||||||
graphicstype.print = 프린트 버퍼에서 텍스트를 그립니다.\n프린트 버퍼를 지웁니다.
|
graphicstype.print = 프린트 버퍼에서 텍스트를 그립니다.\n프린트 버퍼를 지웁니다.
|
||||||
|
|
||||||
lenum.always = 항상 참
|
lenum.always = 항상 참
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Branduolys yra puolamas! >
|
|||||||
nearpoint = [[ [scarlet]NEDELSDAMI PALIKITE IŠMETIMO ZONĄ[] ]\nneišvengiamas sunaikinimas
|
nearpoint = [[ [scarlet]NEDELSDAMI PALIKITE IŠMETIMO ZONĄ[] ]\nneišvengiamas sunaikinimas
|
||||||
database = Branduolio duomenų dazė
|
database = Branduolio duomenų dazė
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Išsaugoti žaidimą
|
savegame = Išsaugoti žaidimą
|
||||||
loadgame = Užkrauti žaidimą
|
loadgame = Užkrauti žaidimą
|
||||||
joingame = Įeiti į žaidimą
|
joingame = Įeiti į žaidimą
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Nebaigtos Priklausomybės
|
mod.incompletedependencies = [red]Nebaigtos Priklausomybės
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = Šiai modifikacijai trūksta priklausomybių: {0}
|
mod.missingdependencies.details = Šiai modifikacijai trūksta priklausomybių: {0}
|
||||||
mod.erroredcontent.details = Ši modifikacija kraunant sukėlė klaidų. Paprašykite modifikacijos autoriaus pataisyti jas.
|
mod.erroredcontent.details = Ši modifikacija kraunant sukėlė klaidų. Paprašykite modifikacijos autoriaus pataisyti jas.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Taisyklės:
|
|||||||
editor.generation = Generacija:
|
editor.generation = Generacija:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = The final target.\n\nThis coastal base co
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Daiktų Talpumas
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Bazinis Energijos Generavimas
|
stat.basepowergeneration = Bazinis Energijos Generavimas
|
||||||
stat.productiontime = Gamybos Laikas
|
stat.productiontime = Gamybos Laikas
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Pilnas bloko sutaisymo laikas
|
stat.repairtime = Pilnas bloko sutaisymo laikas
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Šūviai per sekundę
|
|||||||
stat.ammo = Šoviniai
|
stat.ammo = Šoviniai
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Įeiga
|
bar.input = Įeiga
|
||||||
bar.output = Išeiga
|
bar.output = Išeiga
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] žalos
|
bullet.damage = [stat]{0}[lightgray] žalos
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] zonos žalos ~[stat] {1}[lightgray] blokai
|
bullet.splashdamage = [stat]{0}[lightgray] zonos žalos ~[stat] {1}[lightgray] blokai
|
||||||
bullet.incendiary = [stat]uždegantis
|
bullet.incendiary = [stat]uždegantis
|
||||||
bullet.homing = [stat]sekimas
|
bullet.homing = [stat]sekimas
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] numušimas
|
bullet.knockback = [stat]{0}[lightgray] numušimas
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = skysčio per sekundę
|
|||||||
unit.itemssecond = daiktų per sekundę
|
unit.itemssecond = daiktų per sekundę
|
||||||
unit.liquidunits = skysčio vienetai
|
unit.liquidunits = skysčio vienetai
|
||||||
unit.powerunits = energijos vienetai
|
unit.powerunits = energijos vienetai
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = laipsnių
|
unit.degrees = laipsnių
|
||||||
unit.seconds = sekundės
|
unit.seconds = sekundės
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Bendra
|
category.general = Bendra
|
||||||
category.power = Energija
|
category.power = Energija
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Neriboti Resursai
|
rules.infiniteresources = Neriboti Resursai
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reaktorių Sprogimai
|
rules.reactorexplosions = Reaktorių Sprogimai
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Neriboti Kompiuterio (Raudonosios Komandos) Resursai
|
rules.enemyCheat = Neriboti Kompiuterio (Raudonosios Komandos) Resursai
|
||||||
rules.blockhealthmultiplier = Blokų Gyvybių Daugiklis
|
rules.blockhealthmultiplier = Blokų Gyvybių Daugiklis
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Vienetų Gyvybių Daugiklis
|
|||||||
rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Daiktai
|
database-category.item = Items
|
||||||
content.liquid.name = Skysčiai
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Vienetai
|
database-category.unit = Units
|
||||||
content.block.name = Blokai
|
database-category.block = Blocks
|
||||||
content.status.name = Status Effects
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sectors
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatical
|
|||||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Core wordt aangevallen! >
|
|||||||
nearpoint = [[ [scarlet]VERLAAT DE LANDINGSZONE ONMIDDELIJK[] ]\nlevensgevaarlijk
|
nearpoint = [[ [scarlet]VERLAAT DE LANDINGSZONE ONMIDDELIJK[] ]\nlevensgevaarlijk
|
||||||
database = Core Database
|
database = Core Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Opslaan
|
savegame = Opslaan
|
||||||
loadgame = Laden
|
loadgame = Laden
|
||||||
joingame = Treed toe
|
joingame = Treed toe
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Vereist spelversie: [accent]{0}[]\nJouw spel is verouderd. Deze mod heeft een nieuwere versie van de game nodig (mogelijk een beta/alpha release) om te functioneren.
|
mod.requiresversion.details = Vereist spelversie: [accent]{0}[]\nJouw spel is verouderd. Deze mod heeft een nieuwere versie van de game nodig (mogelijk een beta/alpha release) om te functioneren.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Deze mod is handmatig op de zwarte lijst gezet wegens het veroorzaken van crashes of andere problemen met deze versie van het spel. Gebruik het niet.
|
mod.blacklisted.details = Deze mod is handmatig op de zwarte lijst gezet wegens het veroorzaken van crashes of andere problemen met deze versie van het spel. Gebruik het niet.
|
||||||
mod.missingdependencies.details = Deze mod mist afhankelijkheden: {0}
|
mod.missingdependencies.details = Deze mod mist afhankelijkheden: {0}
|
||||||
mod.erroredcontent.details = Deze mod veroorzaakte fouten tijdens het laden. Vraag de auteur van de mod om ze te op te lossen.
|
mod.erroredcontent.details = Deze mod veroorzaakte fouten tijdens het laden. Vraag de auteur van de mod om ze te op te lossen.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Regels:
|
|||||||
editor.generation = Generatie:
|
editor.generation = Generatie:
|
||||||
editor.objectives = Doelen
|
editor.objectives = Doelen
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Gefeliciteerd.\n\nDe vijand op {0} is verslagen.\n[l
|
|||||||
sectorlist = Sectoren
|
sectorlist = Sectoren
|
||||||
sectorlist.attacked = {0} onder vuur
|
sectorlist.attacked = {0} onder vuur
|
||||||
sectors.unexplored = [lightgray]Onverkend
|
sectors.unexplored = [lightgray]Onverkend
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Grondstoffen:
|
sectors.resources = Grondstoffen:
|
||||||
sectors.production = Productie:
|
sectors.production = Productie:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Golf:
|
|||||||
sectors.stored = Opgeslagen:
|
sectors.stored = Opgeslagen:
|
||||||
sectors.resume = Doorgaan
|
sectors.resume = Doorgaan
|
||||||
sectors.launch = Lanceer
|
sectors.launch = Lanceer
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecteer
|
sectors.select = Selecteer
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Hernoem Sector
|
|||||||
sectors.enemybase = [scarlet]Vijandelijke Basis
|
sectors.enemybase = [scarlet]Vijandelijke Basis
|
||||||
sectors.vulnerable = [scarlet]Kwetsbaar
|
sectors.vulnerable = [scarlet]Kwetsbaar
|
||||||
sectors.underattack = [scarlet]Onder vuur! [accent]{0}% beschadigd
|
sectors.underattack = [scarlet]Onder vuur! [accent]{0}% beschadigd
|
||||||
sectors.underattack.nodamage = [scarlet]Onoverwonnen
|
|
||||||
sectors.survives = [accent]Overleeft {0} waves
|
|
||||||
sectors.go = Ga
|
sectors.go = Ga
|
||||||
sector.abandon = Verlaat
|
sector.abandon = Verlaat
|
||||||
sector.abandon.confirm = De core(s) van deze sector zal(zullen) zichzelf vernietigen. Doorgaan?
|
sector.abandon.confirm = De core(s) van deze sector zal(zullen) zichzelf vernietigen. Doorgaan?
|
||||||
sector.curcapture = Sector Veroverd
|
sector.curcapture = Sector Veroverd
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Verloren
|
sector.curlost = Sector Verloren
|
||||||
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
||||||
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetery Launch Terminal
|
sector.planetaryTerminal.name = Planetery Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Het einddoel.\n\nDeze kustbasis bevat een
|
|||||||
sector.coastline.description = Op deze locatie zijn resten van marinetechnologie gedetecteerd. Sla de vijandelijke aanvallen af, verover deze sector en verkrijg de technologie.
|
sector.coastline.description = Op deze locatie zijn resten van marinetechnologie gedetecteerd. Sla de vijandelijke aanvallen af, verover deze sector en verkrijg de technologie.
|
||||||
sector.navalFortress.description = De vijand heeft een basis gevestigd op een afgelegen, natuurlijk versterkt eiland. Vernietig deze voorpost. Verkrijg hun geavanceerde marinetechnologie en onderzoek die.
|
sector.navalFortress.description = De vijand heeft een basis gevestigd op een afgelegen, natuurlijk versterkt eiland. Vernietig deze voorpost. Verkrijg hun geavanceerde marinetechnologie en onderzoek die.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Luchtdoelwitten
|
stat.targetsair = Luchtdoelwitten
|
||||||
stat.targetsground = Gronddoelwitten
|
stat.targetsground = Gronddoelwitten
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.itemsmoved = Beweegingssnelheid
|
stat.itemsmoved = Beweegingssnelheid
|
||||||
stat.launchtime = Tijd tussen lanceringen
|
stat.launchtime = Tijd tussen lanceringen
|
||||||
stat.shootrange = Bereik
|
stat.shootrange = Bereik
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Itemcapaciteit
|
|||||||
stat.memorycapacity = Geheugencapaciteit
|
stat.memorycapacity = Geheugencapaciteit
|
||||||
stat.basepowergeneration = Standaard Stroom Generatie
|
stat.basepowergeneration = Standaard Stroom Generatie
|
||||||
stat.productiontime = Productie Tijd
|
stat.productiontime = Productie Tijd
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Volledige Blok Repareertijd
|
stat.repairtime = Volledige Blok Repareertijd
|
||||||
stat.repairspeed = Repareersnelheid
|
stat.repairspeed = Repareersnelheid
|
||||||
stat.weapons = Wapens
|
stat.weapons = Wapens
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Schoten/Seconde
|
|||||||
stat.ammo = Ammunitie
|
stat.ammo = Ammunitie
|
||||||
stat.shieldhealth = Schild Levenspunten
|
stat.shieldhealth = Schild Levenspunten
|
||||||
stat.cooldowntime = Afkoelingsperiode
|
stat.cooldowntime = Afkoelingsperiode
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosiviteit
|
stat.explosiveness = Explosiviteit
|
||||||
stat.basedeflectchance = Basis Afbuigingskans
|
stat.basedeflectchance = Basis Afbuigingskans
|
||||||
stat.lightningchance = Bliksemkans
|
stat.lightningchance = Bliksemkans
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Delvingsniveau
|
|||||||
stat.payloadcapacity = Ladingscapaciteit
|
stat.payloadcapacity = Ladingscapaciteit
|
||||||
stat.abilities = Capaciteiten
|
stat.abilities = Capaciteiten
|
||||||
stat.canboost = Kan Boosten
|
stat.canboost = Kan Boosten
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Vliegende
|
stat.flying = Vliegende
|
||||||
stat.ammouse = Ammunitie gebruik
|
stat.ammouse = Ammunitie gebruik
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Lancering Afkoelingstijd
|
|||||||
bar.input = Invoer
|
bar.input = Invoer
|
||||||
bar.output = Uitvoer
|
bar.output = Uitvoer
|
||||||
bar.strength = [stat]{0}[lightgray]x sterkte
|
bar.strength = [stat]{0}[lightgray]x sterkte
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Gestuurd
|
units.processorcontrol = [lightgray]Processor Gestuurd
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] schade
|
bullet.damage = [stat]{0}[lightgray] schade
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] gebied scade ~[stat] {1}[lightgray] tegels
|
bullet.splashdamage = [stat]{0}[lightgray] gebied scade ~[stat] {1}[lightgray] tegels
|
||||||
bullet.incendiary = [stat]brandstichtend
|
bullet.incendiary = [stat]brandstichtend
|
||||||
bullet.homing = [stat]doelzoekend
|
bullet.homing = [stat]doelzoekend
|
||||||
bullet.armorpierce = [stat]pantserdoorborend
|
bullet.armorpierce = [stat]pantserdoorborend
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x fragment kogels:
|
bullet.frags = [stat]{0}[lightgray]x fragment kogels:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x bliksem ~ [stat]{1}[lightgray] schade
|
bullet.lightning = [stat]{0}[lightgray]x bliksem ~ [stat]{1}[lightgray] schade
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] gebouwschade
|
bullet.buildingdamage = [stat]{0}%[lightgray] gebouwschade
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] terugslag
|
bullet.knockback = [stat]{0}[lightgray] terugslag
|
||||||
bullet.pierce = [stat]{0}[lightgray]x doorboor
|
bullet.pierce = [stat]{0}[lightgray]x doorboor
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = vloeistof eenheden/seconde
|
|||||||
unit.itemssecond = materialen/seconde
|
unit.itemssecond = materialen/seconde
|
||||||
unit.liquidunits = vloeistof eenheden
|
unit.liquidunits = vloeistof eenheden
|
||||||
unit.powerunits = stroom eenheden
|
unit.powerunits = stroom eenheden
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = warmte eenheden
|
unit.heatunits = warmte eenheden
|
||||||
unit.degrees = graden
|
unit.degrees = graden
|
||||||
unit.seconds = seconden
|
unit.seconds = seconden
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mln
|
|||||||
unit.billions = mjd
|
unit.billions = mjd
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /schot
|
unit.pershot = /schot
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Doel
|
category.purpose = Doel
|
||||||
category.general = Algemeen
|
category.general = Algemeen
|
||||||
category.power = Stroom
|
category.power = Stroom
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Verberg verboden blokken
|
|||||||
rules.infiniteresources = Oneindige Resources
|
rules.infiniteresources = Oneindige Resources
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Alleen spullen in de core doen toestaan.
|
rules.onlydepositcore = Alleen spullen in de core doen toestaan.
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Ontploffende Reactors
|
rules.reactorexplosions = Ontploffende Reactors
|
||||||
rules.coreincinerates = Core verbrandt overvloed aan materialen.
|
rules.coreincinerates = Core verbrandt overvloed aan materialen.
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Ruim verslagen gebouwen van team op (PvP)
|
|||||||
rules.corecapture = Verover Core Bij Vernietiging
|
rules.corecapture = Verover Core Bij Vernietiging
|
||||||
rules.polygoncoreprotection = Veelhoekige Corebescherming
|
rules.polygoncoreprotection = Veelhoekige Corebescherming
|
||||||
rules.placerangecheck = Plaatsingsbereik Controle
|
rules.placerangecheck = Plaatsingsbereik Controle
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Oneindige AI Materialen
|
rules.enemyCheat = Oneindige AI Materialen
|
||||||
rules.blockhealthmultiplier = Blok Levenspunten Vermenigvuldiger
|
rules.blockhealthmultiplier = Blok Levenspunten Vermenigvuldiger
|
||||||
rules.blockdamagemultiplier = Blokschade Vermenigvuldiger
|
rules.blockdamagemultiplier = Blokschade Vermenigvuldiger
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Eenheid Levenspunten Vermenigvuldiger
|
|||||||
rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
||||||
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materialen
|
database-category.item = Items
|
||||||
content.liquid.name = Vloeistoffen
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Eenheden
|
database-category.unit = Units
|
||||||
content.block.name = Blokken
|
database-category.block = Blocks
|
||||||
content.status.name = Status Effecten
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sectoren
|
database-category.sector = Sectors
|
||||||
content.team.name = Facties
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Muur)
|
wallore = (Muur)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatical
|
|||||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Kern wordt aangevallen! >
|
|||||||
nearpoint = [[ [scarlet]VERLAAT dit gebied onmiddelijk[] ]\nDirecte vernietiging...
|
nearpoint = [[ [scarlet]VERLAAT dit gebied onmiddelijk[] ]\nDirecte vernietiging...
|
||||||
database = Kern Database
|
database = Kern Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Opslaan
|
savegame = Opslaan
|
||||||
loadgame = Openen
|
loadgame = Openen
|
||||||
joingame = Multiplayer
|
joingame = Multiplayer
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Rules:
|
|||||||
editor.generation = Generation:
|
editor.generation = Generation:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = The final target.\n\nThis coastal base co
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Item Capacity
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Base Power Generation
|
stat.basepowergeneration = Base Power Generation
|
||||||
stat.productiontime = Production Time
|
stat.productiontime = Production Time
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Shots/Second
|
|||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] damage
|
bullet.damage = [stat]{0}[lightgray] damage
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
bullet.homing = [stat]homing
|
bullet.homing = [stat]homing
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = liquid units/second
|
|||||||
unit.itemssecond = items/second
|
unit.itemssecond = items/second
|
||||||
unit.liquidunits = liquid units
|
unit.liquidunits = liquid units
|
||||||
unit.powerunits = power units
|
unit.powerunits = power units
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = degrees
|
unit.degrees = degrees
|
||||||
unit.seconds = seconds
|
unit.seconds = seconds
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Power
|
category.power = Power
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Infinite Resources
|
rules.infiniteresources = Infinite Resources
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reactor Explosions
|
rules.reactorexplosions = Reactor Explosions
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Items
|
database-category.item = Items
|
||||||
content.liquid.name = Liquids
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Units
|
database-category.unit = Units
|
||||||
content.block.name = Blocks
|
database-category.block = Blocks
|
||||||
content.status.name = Status Effects
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sectors
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatical
|
|||||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Rdzeń jest atakowany! >
|
|||||||
nearpoint = [[ [scarlet]NATYCHMIAST OPUŚĆ PUNKT ZRZUTU[] ]\nnadciąga zniszczenie
|
nearpoint = [[ [scarlet]NATYCHMIAST OPUŚĆ PUNKT ZRZUTU[] ]\nnadciąga zniszczenie
|
||||||
database = Centralna baza danych
|
database = Centralna baza danych
|
||||||
database.button = Baza Danych
|
database.button = Baza Danych
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Zapisz Grę
|
savegame = Zapisz Grę
|
||||||
loadgame = Wczytaj Grę
|
loadgame = Wczytaj Grę
|
||||||
joingame = Dołącz Do Gry
|
joingame = Dołącz Do Gry
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Zagnieżdżone zależności
|
|||||||
mod.incompletedependencies = [red]Brakujące zależności
|
mod.incompletedependencies = [red]Brakujące zależności
|
||||||
|
|
||||||
mod.requiresversion.details = Wymaga wersji gry: [accent]{0}[]\nTwoja gra jest przestarzała. Ta modyfikacja potrzebuje nowszej wersji gry (możliwe, że wersji w fazie alfa/beta) aby mógł funkcjonować.
|
mod.requiresversion.details = Wymaga wersji gry: [accent]{0}[]\nTwoja gra jest przestarzała. Ta modyfikacja potrzebuje nowszej wersji gry (możliwe, że wersji w fazie alfa/beta) aby mógł funkcjonować.
|
||||||
mod.incompatiblemod.details = Ta modyfikacja jest niekompatybilna z najnowszą wersją gry. Autor musi ją zaaktualizować, i dodać [accent]minGameVersion: 147[] do jej pliku [accent]mod.json[].
|
mod.incompatiblemod.details = Ta modyfikacja jest niekompatybilna z najnowszą wersją gry. Autor musi ją zaaktualizować, i dodać [accent]minGameVersion: 154[] do jej pliku [accent]mod.json[].
|
||||||
mod.blacklisted.details = Ta modyfikacja został ręczenie przeniesiony na czarną listę, ponieważ powodował wyłączenia gry i inne problemy na tej wersji. Nie używaj go.
|
mod.blacklisted.details = Ta modyfikacja został ręczenie przeniesiony na czarną listę, ponieważ powodował wyłączenia gry i inne problemy na tej wersji. Nie używaj go.
|
||||||
mod.missingdependencies.details = W tej modyfikacji brakuje zależnośći: {0}
|
mod.missingdependencies.details = W tej modyfikacji brakuje zależnośći: {0}
|
||||||
mod.erroredcontent.details = Ta modyfikacja spowodowała błędy przy uruchomianu. Poproś autora modyfikacji o ich naprawienie.
|
mod.erroredcontent.details = Ta modyfikacja spowodowała błędy przy uruchomianu. Poproś autora modyfikacji o ich naprawienie.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Zasady:
|
|||||||
editor.generation = Generacja:
|
editor.generation = Generacja:
|
||||||
editor.objectives = Cele
|
editor.objectives = Cele
|
||||||
editor.locales = Pakiety regionalne
|
editor.locales = Pakiety regionalne
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edytuj nazwę
|
editor.worldprocessors.editname = Edytuj nazwę
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Gratulacje.\n\nWróg na sektorze {0} został pokonan
|
|||||||
sectorlist = Sektory
|
sectorlist = Sektory
|
||||||
sectorlist.attacked = {0} atakowanych
|
sectorlist.attacked = {0} atakowanych
|
||||||
sectors.unexplored = [lightgray]Niezbadane
|
sectors.unexplored = [lightgray]Niezbadane
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Zasoby:
|
sectors.resources = Zasoby:
|
||||||
sectors.production = Produkcja:
|
sectors.production = Produkcja:
|
||||||
sectors.export = Eksport:
|
sectors.export = Eksport:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Fala:
|
|||||||
sectors.stored = Zmagazynowane:
|
sectors.stored = Zmagazynowane:
|
||||||
sectors.resume = Kontynuuj
|
sectors.resume = Kontynuuj
|
||||||
sectors.launch = Wystrzel
|
sectors.launch = Wystrzel
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Wybierz
|
sectors.select = Wybierz
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Zmień Nazwę Sektora
|
|||||||
sectors.enemybase = [scarlet]Baza Wroga
|
sectors.enemybase = [scarlet]Baza Wroga
|
||||||
sectors.vulnerable = [scarlet]Wrażliwy
|
sectors.vulnerable = [scarlet]Wrażliwy
|
||||||
sectors.underattack = [scarlet] Jest Atakowany! [accent]{0}% uszkodzono
|
sectors.underattack = [scarlet] Jest Atakowany! [accent]{0}% uszkodzono
|
||||||
sectors.underattack.nodamage = [scarlet]Nie przejęty
|
|
||||||
sectors.survives = [accent]Przeżywa {0} fal
|
|
||||||
sectors.go = Idź
|
sectors.go = Idź
|
||||||
sector.abandon = Porzuć
|
sector.abandon = Porzuć
|
||||||
sector.abandon.confirm = Ten sektor zostanie samo-zniszczony.\nKontynuować?
|
sector.abandon.confirm = Ten sektor zostanie samo-zniszczony.\nKontynuować?
|
||||||
sector.curcapture = Sektor Podbity
|
sector.curcapture = Sektor Podbity
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor Stracony
|
sector.curlost = Sektor Stracony
|
||||||
sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
||||||
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Morska Forteca
|
|||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Ostatni cel.\n\nTa baza przybrzeżna zawi
|
|||||||
sector.coastline.description = W tej lokalizacji zostały znalezione resztki technologii jednostek morskich. Odeprzyj ataki wroga, przejmij ten sektor i zdobądź technologię.
|
sector.coastline.description = W tej lokalizacji zostały znalezione resztki technologii jednostek morskich. Odeprzyj ataki wroga, przejmij ten sektor i zdobądź technologię.
|
||||||
sector.navalFortress.description = Wróg założył bazę na odległej, naturalnie ufortyfikowanej wyspie. Zniszcz tę bazę. Zdobądź zaawansowaną technologię statków morskich i zbadaj ją.
|
sector.navalFortress.description = Wróg założył bazę na odległej, naturalnie ufortyfikowanej wyspie. Zniszcz tę bazę. Zdobądź zaawansowaną technologię statków morskich i zbadaj ją.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Początek
|
sector.onset.name = Początek
|
||||||
sector.aegis.name = Egida
|
sector.aegis.name = Egida
|
||||||
sector.lake.name = Jezioro
|
sector.lake.name = Jezioro
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Pojemność przedmiotów
|
|||||||
stat.memorycapacity = Pojemność pamięci
|
stat.memorycapacity = Pojemność pamięci
|
||||||
stat.basepowergeneration = Podstawowa generacja mocy
|
stat.basepowergeneration = Podstawowa generacja mocy
|
||||||
stat.productiontime = Czas produkcji
|
stat.productiontime = Czas produkcji
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Czas pełnej naprawy bloku
|
stat.repairtime = Czas pełnej naprawy bloku
|
||||||
stat.repairspeed = Prędkość napraw
|
stat.repairspeed = Prędkość napraw
|
||||||
stat.weapons = Bronie
|
stat.weapons = Bronie
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Strzałów/Sekundę
|
|||||||
stat.ammo = Amunicja
|
stat.ammo = Amunicja
|
||||||
stat.shieldhealth = Życie Tarczy
|
stat.shieldhealth = Życie Tarczy
|
||||||
stat.cooldowntime = Czas Odnowienia
|
stat.cooldowntime = Czas Odnowienia
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Wybuchowość
|
stat.explosiveness = Wybuchowość
|
||||||
stat.basedeflectchance = Bazowa Szansa Na Odbicie
|
stat.basedeflectchance = Bazowa Szansa Na Odbicie
|
||||||
stat.lightningchance = Szansa Na Błyskawicę
|
stat.lightningchance = Szansa Na Błyskawicę
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Stopień Wydobycia
|
|||||||
stat.payloadcapacity = Ładowność
|
stat.payloadcapacity = Ładowność
|
||||||
stat.abilities = Umiejętności
|
stat.abilities = Umiejętności
|
||||||
stat.canboost = Może przyspieszyć
|
stat.canboost = Może przyspieszyć
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Może latać
|
stat.flying = Może latać
|
||||||
stat.ammouse = Zużycie Amunicji
|
stat.ammouse = Zużycie Amunicji
|
||||||
stat.ammocapacity = Pojemność Amunicji
|
stat.ammocapacity = Pojemność Amunicji
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Czas odnowienia wystrzału
|
|||||||
bar.input = Wejście
|
bar.input = Wejście
|
||||||
bar.output = Wyjście
|
bar.output = Wyjście
|
||||||
bar.strength = [stat]{0}[lightgray]x siły
|
bar.strength = [stat]{0}[lightgray]x siły
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] Obrażenia
|
bullet.damage = [stat]{0}[lightgray] Obrażenia
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[lightgray] kratki
|
bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[lightgray] kratki
|
||||||
bullet.incendiary = [stat]zapalający
|
bullet.incendiary = [stat]zapalający
|
||||||
bullet.homing = [stat]naprowadzający
|
bullet.homing = [stat]naprowadzający
|
||||||
bullet.armorpierce = [stat]przebijający pancerz
|
bullet.armorpierce = [stat]przebijający pancerz
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] maksymalne obrażenia
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] maksymalne obrażenia
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] wyłączenie naprawy ~ [stat]{1}[lightgray] kratki
|
bullet.suppression = [stat]{0} sec[lightgray] wyłączenie naprawy ~ [stat]{1}[lightgray] kratki
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] częstotliwość strzału:
|
bullet.interval = [stat]{0}/sec[lightgray] częstotliwość strzału:
|
||||||
bullet.frags = [stat]{0}[lightgray]x pociski odłamkowe:
|
bullet.frags = [stat]{0}[lightgray]x pociski odłamkowe:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x błyskawice ~ [stat]{1}[lightgray] Obrażenia
|
bullet.lightning = [stat]{0}[lightgray]x błyskawice ~ [stat]{1}[lightgray] Obrażenia
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom
|
bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] obrażenia tarczy
|
bullet.shielddamage = [stat]{0}%[lightgray] obrażenia tarczy
|
||||||
bullet.knockback = [stat]{0}[lightgray] odrzut
|
bullet.knockback = [stat]{0}[lightgray] odrzut
|
||||||
bullet.pierce = [stat]{0}[lightgray]x przebicia
|
bullet.pierce = [stat]{0}[lightgray]x przebicia
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = jednostek płynu na sekundę
|
|||||||
unit.itemssecond = przedmiotów na sekundę
|
unit.itemssecond = przedmiotów na sekundę
|
||||||
unit.liquidunits = jednostek płynu
|
unit.liquidunits = jednostek płynu
|
||||||
unit.powerunits = jednostek prądu
|
unit.powerunits = jednostek prądu
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = jednostek ciepła
|
unit.heatunits = jednostek ciepła
|
||||||
unit.degrees = stopnie
|
unit.degrees = stopnie
|
||||||
unit.seconds = sekundy
|
unit.seconds = sekundy
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mln.
|
|||||||
unit.billions = mld.
|
unit.billions = mld.
|
||||||
unit.shots = strzały
|
unit.shots = strzały
|
||||||
unit.pershot = /strzał
|
unit.pershot = /strzał
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Opis
|
category.purpose = Opis
|
||||||
category.general = Główne
|
category.general = Główne
|
||||||
category.power = Prąd
|
category.power = Prąd
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Ukryj zabronione bloki
|
|||||||
rules.infiniteresources = Nieskończone Zasoby
|
rules.infiniteresources = Nieskończone Zasoby
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Dozwól tylko przenoszenie z rdzenia
|
rules.onlydepositcore = Dozwól tylko przenoszenie z rdzenia
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Zezwól na naprawę opuszczonego bloku
|
rules.derelictrepair = Zezwól na naprawę opuszczonego bloku
|
||||||
rules.reactorexplosions = Eksplozje Reaktorów
|
rules.reactorexplosions = Eksplozje Reaktorów
|
||||||
rules.coreincinerates = Rdzeń Spala Nadmiarowe Przedmioty
|
rules.coreincinerates = Rdzeń Spala Nadmiarowe Przedmioty
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Usuń Budynki Pokonanej Drużyny (PvP)
|
|||||||
rules.corecapture = Przejmij Zniszczony Rdzeń
|
rules.corecapture = Przejmij Zniszczony Rdzeń
|
||||||
rules.polygoncoreprotection = Wielokątna Ochrona Rdzenia
|
rules.polygoncoreprotection = Wielokątna Ochrona Rdzenia
|
||||||
rules.placerangecheck = Sprawdzanie Zasięgu Podczas Umieszczenia
|
rules.placerangecheck = Sprawdzanie Zasięgu Podczas Umieszczenia
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Nieskończone Zasoby SI (wroga)
|
rules.enemyCheat = Nieskończone Zasoby SI (wroga)
|
||||||
rules.blockhealthmultiplier = Mnożnik Życia Bloków
|
rules.blockhealthmultiplier = Mnożnik Życia Bloków
|
||||||
rules.blockdamagemultiplier = Mnożnik Uszkodzeń Bloków
|
rules.blockdamagemultiplier = Mnożnik Uszkodzeń Bloków
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Mnożnik Życia Jednostek
|
|||||||
rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
||||||
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
||||||
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Sprawia, że jednostki tworzone falami atakują
|
|||||||
rules.placerangecheck.info = Zapobiega graczom umieszczania czegokolwiek w pobliżu budynków wroga. Podczas próby umieszczenia wieżyczki zasięg jest zwiększony, więc wieżyczka nie będzie mogła dosięgnąć wroga.
|
rules.placerangecheck.info = Zapobiega graczom umieszczania czegokolwiek w pobliżu budynków wroga. Podczas próby umieszczenia wieżyczki zasięg jest zwiększony, więc wieżyczka nie będzie mogła dosięgnąć wroga.
|
||||||
rules.onlydepositcore.info = Zapobiega umieszczaniu przedmiotów w budynkach poza rdzeniami.
|
rules.onlydepositcore.info = Zapobiega umieszczaniu przedmiotów w budynkach poza rdzeniami.
|
||||||
|
|
||||||
content.item.name = Przedmioty
|
database-category.item = Items
|
||||||
content.liquid.name = Płyny
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Jednostki
|
database-category.unit = Units
|
||||||
content.block.name = Bloki
|
database-category.block = Blocks
|
||||||
content.status.name = Efekty Statusu
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sektory
|
database-category.sector = Sectors
|
||||||
content.team.name = Frakcje
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Ściana)
|
wallore = (Ściana)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Strumień[] wypełniony wodą będzie gasić pobiskie po
|
|||||||
hint.generator = :combustion-generator: [accent]Generatory Spalinowe[] spalają węgiel i przekazują moc do pobliskich bloków.\n\nMożesz powiększyć odległość transmitowanej mocy używając :power-node: [accent]Węzły Prądu[].
|
hint.generator = :combustion-generator: [accent]Generatory Spalinowe[] spalają węgiel i przekazują moc do pobliskich bloków.\n\nMożesz powiększyć odległość transmitowanej mocy używając :power-node: [accent]Węzły Prądu[].
|
||||||
hint.guardian = Jednostki [accent]Strażnicze[] są uzbrojone. Słaba amunicja - taka jak [accent]Miedź[] czy [accent]Ołów[] [scarlet]nie jest efektywna[].\n\nUżyj lepszych działek takich jak naładowane :graphite: [accent]Grafitem[] :duo: [accent]Podwójne Działka[]/:salvo: [accent]Działa Salwowe[] by pozbyć się strażników.
|
hint.guardian = Jednostki [accent]Strażnicze[] są uzbrojone. Słaba amunicja - taka jak [accent]Miedź[] czy [accent]Ołów[] [scarlet]nie jest efektywna[].\n\nUżyj lepszych działek takich jak naładowane :graphite: [accent]Grafitem[] :duo: [accent]Podwójne Działka[]/:salvo: [accent]Działa Salwowe[] by pozbyć się strażników.
|
||||||
hint.coreUpgrade = Rdzenie mogą być ulepszone poprzez [accent]postawienie na nich rdzenia wyższej generacji[].\n\nPostaw :core-foundation: Rdzeń: [accent]Podstawę[] na :core-shard: Rdzeń: [accent]Odłamek[]. Żadna przeszkoda ani blok nie może stać na miejscu nowego rdzenia.
|
hint.coreUpgrade = Rdzenie mogą być ulepszone poprzez [accent]postawienie na nich rdzenia wyższej generacji[].\n\nPostaw :core-foundation: Rdzeń: [accent]Podstawę[] na :core-shard: Rdzeń: [accent]Odłamek[]. Żadna przeszkoda ani blok nie może stać na miejscu nowego rdzenia.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Szare [accent]sektory[], takie jak [accent]Zamrożony Las[], to sektory do których możesz dotrzeć z każdego miejsca. Nie wymagają podbicia pobliskiego terenu.\n\n[accent]Ponumerowane sektory[], takie jak ten, [accent]są dodatkowe[].
|
hint.presetLaunch = Szare [accent]sektory[], takie jak [accent]Zamrożony Las[], to sektory do których możesz dotrzeć z każdego miejsca. Nie wymagają podbicia pobliskiego terenu.\n\n[accent]Ponumerowane sektory[], takie jak ten, [accent]są dodatkowe[].
|
||||||
hint.presetDifficulty = Ten sektor ma [scarlet]wysoki poziom zagrożenia przez wroga[].\nWystrzeliwanie do takich sektorów jest [accent]nie zalecane[] bez odpowiedniej technologii i przygotowania.
|
hint.presetDifficulty = Ten sektor ma [scarlet]wysoki poziom zagrożenia przez wroga[].\nWystrzeliwanie do takich sektorów jest [accent]nie zalecane[] bez odpowiedniej technologii i przygotowania.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Wszytko co jest zbudowane w promieniu strefy zrzutu zostaje zniszczon
|
|||||||
gz.zone3 = Teraz zacznie się fala.\nPrzygotuj się.
|
gz.zone3 = Teraz zacznie się fala.\nPrzygotuj się.
|
||||||
gz.finish = Wybuduj więcej działek, wykop więcej surowców\ni obroń się przed wszystkimi falami żeby [accent]przejąć sektor[].
|
gz.finish = Wybuduj więcej działek, wykop więcej surowców\ni obroń się przed wszystkimi falami żeby [accent]przejąć sektor[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Naćiśnij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.\n\nUżyj [accent][[WASD] aby się poruszać.
|
onset.mine = Naćiśnij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.\n\nUżyj [accent][[WASD] aby się poruszać.
|
||||||
onset.mine.mobile = Kliknij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.
|
onset.mine.mobile = Kliknij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.
|
||||||
onset.research = Otwórz:tree: drzewo technologiczne.\nZbadaj, a następnie postaw :turbine-condenser: [accent]turbinę parową[] na gejzerze.\nTo zacznie generować [accent]prąd[].
|
onset.research = Otwórz:tree: drzewo technologiczne.\nZbadaj, a następnie postaw :turbine-condenser: [accent]turbinę parową[] na gejzerze.\nTo zacznie generować [accent]prąd[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona.
|
|
||||||
|
|
||||||
lenum.type = Typ budynku/jednostki.\nnp. dla każdego rozdzielacza, zwróci [accent]@router[].\nNie jest łańcuchem znaków (string).
|
lenum.type = Typ budynku/jednostki.\nnp. dla każdego rozdzielacza, zwróci [accent]@router[].\nNie jest łańcuchem znaków (string).
|
||||||
lenum.shoot = Strzel w określoną pozycje.
|
lenum.shoot = Strzel w określoną pozycje.
|
||||||
lenum.shootp = Strzel w jednostkę/budynek z zachowaniem trajektorii.
|
lenum.shootp = Strzel w jednostkę/budynek z zachowaniem trajektorii.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Inne
|
lcategory.unknown = Inne
|
||||||
lcategory.unknown.description = Niezkategoryzowane instrukcje.
|
lcategory.unknown.description = Niezkategoryzowane instrukcje.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < O Núcleo está sob ataque! >
|
|||||||
nearpoint = [[ [scarlet]SAIA DO PONTO DE QUEDA IMEDIATAMENTE[] ]\naniquilação iminente
|
nearpoint = [[ [scarlet]SAIA DO PONTO DE QUEDA IMEDIATAMENTE[] ]\naniquilação iminente
|
||||||
database = Banco de Dados do Núcleo
|
database = Banco de Dados do Núcleo
|
||||||
database.button = Banco de Dados
|
database.button = Banco de Dados
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvar Jogo
|
savegame = Salvar Jogo
|
||||||
loadgame = Carregar Jogo
|
loadgame = Carregar Jogo
|
||||||
joingame = Juntar-se ao Jogo
|
joingame = Juntar-se ao Jogo
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Dependências Mútuas
|
|||||||
mod.incompletedependencies = [red]Dependências Incompletas
|
mod.incompletedependencies = [red]Dependências Incompletas
|
||||||
|
|
||||||
mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nSeu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
|
mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nSeu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Este mod foi manualmente colocado na lista negra por causar falhas ou outros problemas com esta versão do jogo. Não use-o.
|
mod.blacklisted.details = Este mod foi manualmente colocado na lista negra por causar falhas ou outros problemas com esta versão do jogo. Não use-o.
|
||||||
mod.missingdependencies.details = Este mod está com dependências ausentes: {0}
|
mod.missingdependencies.details = Este mod está com dependências ausentes: {0}
|
||||||
mod.erroredcontent.details = Este mod causou erros ao carregar. Peça ao autor do mod para corrigi-los.
|
mod.erroredcontent.details = Este mod causou erros ao carregar. Peça ao autor do mod para corrigi-los.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Regras:
|
|||||||
editor.generation = Geração:
|
editor.generation = Geração:
|
||||||
editor.objectives = Objetivos:
|
editor.objectives = Objetivos:
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Parabéns.\n\nO inimigo em {0} foi derrotado.\n[ligh
|
|||||||
sectorlist = Setores
|
sectorlist = Setores
|
||||||
sectorlist.attacked = {0} sob ataque
|
sectorlist.attacked = {0} sob ataque
|
||||||
sectors.unexplored = [lightgray]Inexplorado
|
sectors.unexplored = [lightgray]Inexplorado
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Produção:
|
sectors.production = Produção:
|
||||||
sectors.export = Exportar:
|
sectors.export = Exportar:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Horda:
|
|||||||
sectors.stored = Armazenado:
|
sectors.stored = Armazenado:
|
||||||
sectors.resume = Continuar
|
sectors.resume = Continuar
|
||||||
sectors.launch = Lançar
|
sectors.launch = Lançar
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecionar
|
sectors.select = Selecionar
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Renomear Setor
|
|||||||
sectors.enemybase = [scarlet]Base Inimiga
|
sectors.enemybase = [scarlet]Base Inimiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerável
|
sectors.vulnerable = [scarlet]Vulnerável
|
||||||
sectors.underattack = [scarlet]Sob Ataque! [accent]{0}% danificado
|
sectors.underattack = [scarlet]Sob Ataque! [accent]{0}% danificado
|
||||||
sectors.underattack.nodamage = [scarlet]Não Capturado
|
|
||||||
sectors.survives = [accent]Sobreviva {0} hordas
|
|
||||||
sectors.go = Ir
|
sectors.go = Ir
|
||||||
sector.abandon = Abandonar
|
sector.abandon = Abandonar
|
||||||
sector.abandon.confirm = O(s) Núcleo(s) desse setor vão se auto-destruir.\nContinuar?
|
sector.abandon.confirm = O(s) Núcleo(s) desse setor vão se auto-destruir.\nContinuar?
|
||||||
sector.curcapture = Setor Capturado
|
sector.curcapture = Setor Capturado
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Setor Perdido
|
sector.curlost = Setor Perdido
|
||||||
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Fortaleza Naval
|
|||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = O último alvo.\n\nEssa base costeira con
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = O Começo
|
sector.onset.name = O Começo
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = O Lago
|
sector.lake.name = O Lago
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Capacidade de Itens
|
|||||||
stat.memorycapacity = Capacidade de Memória
|
stat.memorycapacity = Capacidade de Memória
|
||||||
stat.basepowergeneration = Geração de poder base
|
stat.basepowergeneration = Geração de poder base
|
||||||
stat.productiontime = Tempo de produção
|
stat.productiontime = Tempo de produção
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Tempo de reparo total do bloco
|
stat.repairtime = Tempo de reparo total do bloco
|
||||||
stat.repairspeed = Taxa de Reparo
|
stat.repairspeed = Taxa de Reparo
|
||||||
stat.weapons = Armas
|
stat.weapons = Armas
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Tempo de recarga
|
|||||||
stat.ammo = Munição
|
stat.ammo = Munição
|
||||||
stat.shieldhealth = Vida do Escudo
|
stat.shieldhealth = Vida do Escudo
|
||||||
stat.cooldowntime = Tempo de espera
|
stat.cooldowntime = Tempo de espera
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosividade
|
stat.explosiveness = Explosividade
|
||||||
stat.basedeflectchance = Chance Base de Esquiva
|
stat.basedeflectchance = Chance Base de Esquiva
|
||||||
stat.lightningchance = Chance de Raio
|
stat.lightningchance = Chance de Raio
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Nível de Mineração
|
|||||||
stat.payloadcapacity = Capacidade de Carga
|
stat.payloadcapacity = Capacidade de Carga
|
||||||
stat.abilities = Habilidades
|
stat.abilities = Habilidades
|
||||||
stat.canboost = Pode impulsionar
|
stat.canboost = Pode impulsionar
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Voador
|
stat.flying = Voador
|
||||||
stat.ammouse = Consumo de Munição
|
stat.ammouse = Consumo de Munição
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Cooldown de Lançamento
|
|||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Saída
|
bar.output = Saída
|
||||||
bar.strength = [stat]{0}[lightgray]x força
|
bar.strength = [stat]{0}[lightgray]x força
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado por Processador
|
units.processorcontrol = [lightgray]Controlado por Processador
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] de dano
|
bullet.damage = [stat]{0}[lightgray] de dano
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] de dano em área ~[stat] {1}[lightgray] bloco(s)
|
bullet.splashdamage = [stat]{0}[lightgray] de dano em área ~[stat] {1}[lightgray] bloco(s)
|
||||||
bullet.incendiary = [stat]Incendiário
|
bullet.incendiary = [stat]Incendiário
|
||||||
bullet.homing = [stat]Guiado
|
bullet.homing = [stat]Guiado
|
||||||
bullet.armorpierce = [stat]pentração de armadura
|
bullet.armorpierce = [stat]pentração de armadura
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x balas de fragmentação:
|
bullet.frags = [stat]{0}[lightgray]x balas de fragmentação:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construção
|
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construção
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] Impulso
|
bullet.knockback = [stat]{0}[lightgray] Impulso
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = líquido/seg
|
|||||||
unit.itemssecond = itens/seg
|
unit.itemssecond = itens/seg
|
||||||
unit.liquidunits = unidades de líquido
|
unit.liquidunits = unidades de líquido
|
||||||
unit.powerunits = unidades de energia
|
unit.powerunits = unidades de energia
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unidades de calor
|
unit.heatunits = unidades de calor
|
||||||
unit.degrees = Graus
|
unit.degrees = Graus
|
||||||
unit.seconds = segundos
|
unit.seconds = segundos
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = m
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /disparo
|
unit.pershot = /disparo
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Propósito
|
category.purpose = Propósito
|
||||||
category.general = Geral
|
category.general = Geral
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Recursos infinitos
|
rules.infiniteresources = Recursos infinitos
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Permitir apenas depósito no núcleo
|
rules.onlydepositcore = Permitir apenas depósito no núcleo
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reatores explodem
|
rules.reactorexplosions = Reatores explodem
|
||||||
rules.coreincinerates = Núcleo incinera itens em excesso
|
rules.coreincinerates = Núcleo incinera itens em excesso
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Limpar construções de equipes derrotadas (PvP)
|
|||||||
rules.corecapture = Capturar Núcleo na Destruição
|
rules.corecapture = Capturar Núcleo na Destruição
|
||||||
rules.polygoncoreprotection = Proteção de núcleo poligonal
|
rules.polygoncoreprotection = Proteção de núcleo poligonal
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Recursos de IA Infinitos
|
rules.enemyCheat = Recursos de IA Infinitos
|
||||||
rules.blockhealthmultiplier = Multiplicador de vida do bloco
|
rules.blockhealthmultiplier = Multiplicador de vida do bloco
|
||||||
rules.blockdamagemultiplier = Multiplicador de dano do bloco
|
rules.blockdamagemultiplier = Multiplicador de dano do bloco
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Multiplicador de vida de unidade
|
|||||||
rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Multiplicador de Energia Solar
|
rules.solarmultiplier = Multiplicador de Energia Solar
|
||||||
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Itens
|
database-category.item = Items
|
||||||
content.liquid.name = Líquidos
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Unidades
|
database-category.unit = Units
|
||||||
content.block.name = Blocos
|
database-category.block = Blocks
|
||||||
content.status.name = Efeitos de Status
|
database-category.status = Status Effects
|
||||||
content.sector.name = Setores
|
database-category.sector = Sectors
|
||||||
content.team.name = Facções
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Muro)
|
wallore = (Muro)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = Torretas [accent]Onda[] com munição de água vão apagar autom
|
|||||||
hint.generator = :combustion-generator: [accent]Geradores a Combustão[] queimam carvão e transmitem energia aos blocos ao lado.\n\nO alcance da transmissão de energia pode ser aumentado com :power-node: [accent]Células de Energia[].
|
hint.generator = :combustion-generator: [accent]Geradores a Combustão[] queimam carvão e transmitem energia aos blocos ao lado.\n\nO alcance da transmissão de energia pode ser aumentado com :power-node: [accent]Células de Energia[].
|
||||||
hint.guardian = Unidades [accent]Guardião[] são blindadas. Munições fracas como [accent]Cobre[] e [accent]Chumbo[] são [scarlet]não efetivas[].\n\nUse torretas melhores ou :graphite: [accent]Grafite[] :duo:Duo/:salvo:Salvo como munição para derrotar Guardiões.
|
hint.guardian = Unidades [accent]Guardião[] são blindadas. Munições fracas como [accent]Cobre[] e [accent]Chumbo[] são [scarlet]não efetivas[].\n\nUse torretas melhores ou :graphite: [accent]Grafite[] :duo:Duo/:salvo:Salvo como munição para derrotar Guardiões.
|
||||||
hint.coreUpgrade = Núcleos podem ser melhorados [accent]colocando núcelos melhores sobre eles[].\n\nColoque uma :core-foundation: [accent]Fundação do Núcleo[] sobre o :core-shard: [accent]Fragmento do Núcleo[]. Tenha certeza de que está livre de obstruções próximas.
|
hint.coreUpgrade = Núcleos podem ser melhorados [accent]colocando núcelos melhores sobre eles[].\n\nColoque uma :core-foundation: [accent]Fundação do Núcleo[] sobre o :core-shard: [accent]Fragmento do Núcleo[]. Tenha certeza de que está livre de obstruções próximas.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = [accent]Zona de setores[] cinzas, como a [accent]Floresta Congelada[], podem ser lançadas de qualquer lugar. Elas não precisam da captura de território próximo.\n\n[accent]Setores numerados[], como esse aqui, são [accent]opcionais[].
|
hint.presetLaunch = [accent]Zona de setores[] cinzas, como a [accent]Floresta Congelada[], podem ser lançadas de qualquer lugar. Elas não precisam da captura de território próximo.\n\n[accent]Setores numerados[], como esse aqui, são [accent]opcionais[].
|
||||||
hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimiga[].\nIr para esse setores [accent]não é recomendado[] sem ter tecnologia e preparação adequadas.
|
hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimiga[].\nIr para esse setores [accent]não é recomendado[] sem ter tecnologia e preparação adequadas.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma hord
|
|||||||
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
||||||
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Clique para minerar :beryllium: [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
onset.mine = Clique para minerar :beryllium: [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
||||||
onset.mine.mobile = Toque para minerar :beryllium: [accent]berílio[] das paredes.
|
onset.mine.mobile = Toque para minerar :beryllium: [accent]berílio[] das paredes.
|
||||||
onset.research = Abra a :tree: árvore tecnológica.\nPesquise, e então coloque um :turbine-condenser: [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
|
onset.research = Abra a :tree: árvore tecnológica.\nPesquise, e então coloque um :turbine-condenser: [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui.
|
|
||||||
|
|
||||||
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
|
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
|
||||||
lenum.shoot = Atire em uma posição.
|
lenum.shoot = Atire em uma posição.
|
||||||
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Desconhecido
|
lcategory.unknown = Desconhecido
|
||||||
lcategory.unknown.description = Instruções não categorizadas.
|
lcategory.unknown.description = Instruções não categorizadas.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < O núcleo está sobre ataque! >
|
|||||||
nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nAniquilação iminente
|
nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nAniquilação iminente
|
||||||
database = Banco de Dados do núcleo
|
database = Banco de Dados do núcleo
|
||||||
database.button = Banco de Dados
|
database.button = Banco de Dados
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvar Jogo
|
savegame = Salvar Jogo
|
||||||
loadgame = Carregar Jogo
|
loadgame = Carregar Jogo
|
||||||
joingame = Entrar no Jogo
|
joingame = Entrar no Jogo
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Dependências redundantes
|
|||||||
mod.incompletedependencies = [red]Dependências incompletas
|
mod.incompletedependencies = [red]Dependências incompletas
|
||||||
|
|
||||||
mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nO teu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
|
mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nO teu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Este mod foi manualmente colocado na Lista Negra por causar falhas ou outros problemas com esta versão do jogo. Não o use.
|
mod.blacklisted.details = Este mod foi manualmente colocado na Lista Negra por causar falhas ou outros problemas com esta versão do jogo. Não o use.
|
||||||
mod.missingdependencies.details = Este mod tem dependências em falta: {0}
|
mod.missingdependencies.details = Este mod tem dependências em falta: {0}
|
||||||
mod.erroredcontent.details = Este jogo causou erros ao carregar. Peça ao autor do mod para corrigi-los.
|
mod.erroredcontent.details = Este jogo causou erros ao carregar. Peça ao autor do mod para corrigi-los.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Regras:
|
|||||||
editor.generation = Geração:
|
editor.generation = Geração:
|
||||||
editor.objectives = Objectivos
|
editor.objectives = Objectivos
|
||||||
editor.locales = Pacotes Locais
|
editor.locales = Pacotes Locais
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Processadores Globais
|
editor.worldprocessors = Processadores Globais
|
||||||
editor.worldprocessors.editname = Mudar Nome
|
editor.worldprocessors.editname = Mudar Nome
|
||||||
editor.worldprocessors.none = [lightgray]Nenhum bloco de processadr global encontrado!\nAdiciona um no Editor, ou usa o botão \ue813 Adicionar abaixo.
|
editor.worldprocessors.none = [lightgray]Nenhum bloco de processadr global encontrado!\nAdiciona um no Editor, ou usa o botão \ue813 Adicionar abaixo.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Parabéns.\n\nO Inimigo em {0} foi derrotado.\n[ligh
|
|||||||
sectorlist = Setores
|
sectorlist = Setores
|
||||||
sectorlist.attacked = {0} sob ataque
|
sectorlist.attacked = {0} sob ataque
|
||||||
sectors.unexplored = [lightgray]Não explorado
|
sectors.unexplored = [lightgray]Não explorado
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Produção:
|
sectors.production = Produção:
|
||||||
sectors.export = Exportar:
|
sectors.export = Exportar:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Horda:
|
|||||||
sectors.stored = Armazenado:
|
sectors.stored = Armazenado:
|
||||||
sectors.resume = Continuar
|
sectors.resume = Continuar
|
||||||
sectors.launch = Lançar
|
sectors.launch = Lançar
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecionar
|
sectors.select = Selecionar
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Renomear Setor
|
|||||||
sectors.enemybase = [scarlet]Base Inimiga
|
sectors.enemybase = [scarlet]Base Inimiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerável
|
sectors.vulnerable = [scarlet]Vulnerável
|
||||||
sectors.underattack = [scarlet]Sob ataque! [accent]{0}% danificado
|
sectors.underattack = [scarlet]Sob ataque! [accent]{0}% danificado
|
||||||
sectors.underattack.nodamage = [scarlet]Não Capturado
|
|
||||||
sectors.survives = [accent]Sobrevive {0} hordas
|
|
||||||
sectors.go = ir
|
sectors.go = ir
|
||||||
sector.abandon = Abandonar
|
sector.abandon = Abandonar
|
||||||
sector.abandon.confirm = O(s) núcleo(s) deste setor irão autodestruir-se.\nContinuar?
|
sector.abandon.confirm = O(s) núcleo(s) deste setor irão autodestruir-se.\nContinuar?
|
||||||
sector.curcapture = Setor Capturado
|
sector.curcapture = Setor Capturado
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Perdido
|
sector.curlost = Sector Perdido
|
||||||
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = O último alvo.\n\nEssa base costeira con
|
|||||||
sector.coastline.description = Restos de tecnologia de unidades navais foram detetados nesta localização. Repele os ataques inimigos, captura o setor, e adquire a tecnologia.
|
sector.coastline.description = Restos de tecnologia de unidades navais foram detetados nesta localização. Repele os ataques inimigos, captura o setor, e adquire a tecnologia.
|
||||||
sector.navalFortress.description = O inimigo estabeleceu uma base numa ilha remota e naturalmente fortificada. Destrói este posto. Adquire a tecnologia avançada de construção naval deles, e desenvolve-a.
|
sector.navalFortress.description = O inimigo estabeleceu uma base numa ilha remota e naturalmente fortificada. Destrói este posto. Adquire a tecnologia avançada de construção naval deles, e desenvolve-a.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Capacidade de Itens
|
|||||||
stat.memorycapacity = Capacidade de Memória
|
stat.memorycapacity = Capacidade de Memória
|
||||||
stat.basepowergeneration = Geração de Poder Base
|
stat.basepowergeneration = Geração de Poder Base
|
||||||
stat.productiontime = Tempo de Produção
|
stat.productiontime = Tempo de Produção
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Tempo de Reparo Total do Bloco
|
stat.repairtime = Tempo de Reparo Total do Bloco
|
||||||
stat.repairspeed = Velocidade de Reparação
|
stat.repairspeed = Velocidade de Reparação
|
||||||
stat.weapons = Armas
|
stat.weapons = Armas
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Tiros por Segundo
|
|||||||
stat.ammo = Munição
|
stat.ammo = Munição
|
||||||
stat.shieldhealth = Vida do Escudo
|
stat.shieldhealth = Vida do Escudo
|
||||||
stat.cooldowntime = Tempo de Espera
|
stat.cooldowntime = Tempo de Espera
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosividade
|
stat.explosiveness = Explosividade
|
||||||
stat.basedeflectchance = Probabilidade Base de Esquiva
|
stat.basedeflectchance = Probabilidade Base de Esquiva
|
||||||
stat.lightningchance = Probabilidade de Raio
|
stat.lightningchance = Probabilidade de Raio
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Nível de Mineração
|
|||||||
stat.payloadcapacity = Capacidade da Carga
|
stat.payloadcapacity = Capacidade da Carga
|
||||||
stat.abilities = Habilidades
|
stat.abilities = Habilidades
|
||||||
stat.canboost = Pode Impulsionar
|
stat.canboost = Pode Impulsionar
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Voar
|
stat.flying = Voar
|
||||||
stat.ammouse = Consumo de Munição
|
stat.ammouse = Consumo de Munição
|
||||||
stat.ammocapacity = Capacidade de Munição
|
stat.ammocapacity = Capacidade de Munição
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Cooldown de Lançamento
|
|||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Saída
|
bar.output = Saída
|
||||||
bar.strength = [stat]{0}[lightgray]x força
|
bar.strength = [stat]{0}[lightgray]x força
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado por Processador
|
units.processorcontrol = [lightgray]Controlado por Processador
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] dano
|
bullet.damage = [stat]{0}[lightgray] dano
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Bloco(s)
|
bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Bloco(s)
|
||||||
bullet.incendiary = [stat]incendiário
|
bullet.incendiary = [stat]incendiário
|
||||||
bullet.homing = [stat]guiado
|
bullet.homing = [stat]guiado
|
||||||
bullet.armorpierce = [stat]perfuração de armadura
|
bullet.armorpierce = [stat]perfuração de armadura
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dano
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dano
|
||||||
bullet.suppression = [stat]{0} seg.[lightgray] supressão de reparação ~ [stat]{1}[lightgray] blocos
|
bullet.suppression = [stat]{0} seg.[lightgray] supressão de reparação ~ [stat]{1}[lightgray] blocos
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/seg.[lightgray] balas de intervalo:
|
bullet.interval = [stat]{0}/seg.[lightgray] balas de intervalo:
|
||||||
bullet.frags = [stat]{0}[lightgray]x fragmentos de balas:
|
bullet.frags = [stat]{0}[lightgray]x fragmentos de balas:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construções
|
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construções
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] impulso
|
bullet.knockback = [stat]{0}[lightgray] impulso
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = Unidades de líquido/seg.
|
|||||||
unit.itemssecond = Itens/seg.
|
unit.itemssecond = Itens/seg.
|
||||||
unit.liquidunits = Unidades de líquido
|
unit.liquidunits = Unidades de líquido
|
||||||
unit.powerunits = Unidades de energia
|
unit.powerunits = Unidades de energia
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = Unidades de calor
|
unit.heatunits = Unidades de calor
|
||||||
unit.degrees = Graus
|
unit.degrees = Graus
|
||||||
unit.seconds = segundos
|
unit.seconds = segundos
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = disparos
|
unit.shots = disparos
|
||||||
unit.pershot = /dispasro
|
unit.pershot = /dispasro
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Propósito
|
category.purpose = Propósito
|
||||||
category.general = Geral
|
category.general = Geral
|
||||||
category.power = Poder
|
category.power = Poder
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Ocultar Blocos Banidos
|
|||||||
rules.infiniteresources = Recursos Infinitos
|
rules.infiniteresources = Recursos Infinitos
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Permitir Apenas Depósito no Núcleo
|
rules.onlydepositcore = Permitir Apenas Depósito no Núcleo
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Permitir Reparação de Blocos Derelict
|
rules.derelictrepair = Permitir Reparação de Blocos Derelict
|
||||||
rules.reactorexplosions = Esploções de Reatores
|
rules.reactorexplosions = Esploções de Reatores
|
||||||
rules.coreincinerates = Núcleo destrói Itens em Excesso
|
rules.coreincinerates = Núcleo destrói Itens em Excesso
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Limpar Construções Inimigas quando derrotadas (PvP)
|
|||||||
rules.corecapture = Capturar Núcleo na Cestruição
|
rules.corecapture = Capturar Núcleo na Cestruição
|
||||||
rules.polygoncoreprotection = Proteção do Núcleo Poligonal
|
rules.polygoncoreprotection = Proteção do Núcleo Poligonal
|
||||||
rules.placerangecheck = Verificação do intervalo de colocação
|
rules.placerangecheck = Verificação do intervalo de colocação
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Recursos Infinitos para a Equipa Inimiga
|
rules.enemyCheat = Recursos Infinitos para a Equipa Inimiga
|
||||||
rules.blockhealthmultiplier = Multiplicador de Vida do Bloco
|
rules.blockhealthmultiplier = Multiplicador de Vida do Bloco
|
||||||
rules.blockdamagemultiplier = Multiplicador de Dano do Bloco
|
rules.blockdamagemultiplier = Multiplicador de Dano do Bloco
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Multiplicador de Vida de Unidades
|
|||||||
rules.unitdamagemultiplier = Multiplicador de Dano de Unidades
|
rules.unitdamagemultiplier = Multiplicador de Dano de Unidades
|
||||||
rules.unitcrashdamagemultiplier = Multiplicador de Dano de Unidades quando Destruídas.
|
rules.unitcrashdamagemultiplier = Multiplicador de Dano de Unidades quando Destruídas.
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Multiplicador de Energia Solar
|
rules.solarmultiplier = Multiplicador de Energia Solar
|
||||||
rules.unitcapvariable = Núcleos Contribuem para o Limite de Unidades
|
rules.unitcapvariable = Núcleos Contribuem para o Limite de Unidades
|
||||||
rules.unitpayloadsexplode = Cargas carregadas explodem junto com a Unidade
|
rules.unitpayloadsexplode = Cargas carregadas explodem junto com a Unidade
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = As unidades spawnadas por hordas atacam estruturas ale
|
|||||||
rules.placerangecheck.info = Previne os jogadores de colocarem qualquer coisa perto de construções inimigas. Ao tentar colocar uma torre, o raio é aumentado, por isso a torre não conseguirá alcançar o inimigo.
|
rules.placerangecheck.info = Previne os jogadores de colocarem qualquer coisa perto de construções inimigas. Ao tentar colocar uma torre, o raio é aumentado, por isso a torre não conseguirá alcançar o inimigo.
|
||||||
rules.onlydepositcore.info = Previne as unidades de depositarem itens em qualquer construção excepto núcleos.
|
rules.onlydepositcore.info = Previne as unidades de depositarem itens em qualquer construção excepto núcleos.
|
||||||
|
|
||||||
content.item.name = Itens
|
database-category.item = Items
|
||||||
content.liquid.name = Líquidos
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Unidades
|
database-category.unit = Units
|
||||||
content.block.name = Blocos
|
database-category.block = Blocks
|
||||||
content.status.name = Efeitos de Estado
|
database-category.status = Status Effects
|
||||||
content.sector.name = Setores
|
database-category.sector = Sectors
|
||||||
content.team.name = Equipas
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Muro)
|
wallore = (Muro)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = Torretas [accent]Onda[] com munição de água vão apagar autom
|
|||||||
hint.generator = \uf879 [accent]Geradores a Combustão[] queimam carvão e transmitem energia aos blocos ao lado.\n\nO alcance da transmissão de energia pode ser aumentado com \uf87f [accent]Células de Energia[].
|
hint.generator = \uf879 [accent]Geradores a Combustão[] queimam carvão e transmitem energia aos blocos ao lado.\n\nO alcance da transmissão de energia pode ser aumentado com \uf87f [accent]Células de Energia[].
|
||||||
hint.guardian = Unidades [accent]Guardião[] são blindadas. Munições fracas como [accent]Cobre[] e [accent]Chumbo[] são [scarlet]não efetivas[].\n\nUse torretas melhores ou \uf835 [accent]Grafite[] \uf861Duo/\uf859Salvo como munição para derrotar Guardiões.
|
hint.guardian = Unidades [accent]Guardião[] são blindadas. Munições fracas como [accent]Cobre[] e [accent]Chumbo[] são [scarlet]não efetivas[].\n\nUse torretas melhores ou \uf835 [accent]Grafite[] \uf861Duo/\uf859Salvo como munição para derrotar Guardiões.
|
||||||
hint.coreUpgrade = Núcleos podem ser melhorados [accent]colocando núcelos melhores sobre eles[].\n\nColoque uma \uf868 [accent]Fundação do Núcleo[] sobre o \uf869 [accent]Fragmento do Núcleo[]. Tenha certeza de que está livre de obstruções próximas.
|
hint.coreUpgrade = Núcleos podem ser melhorados [accent]colocando núcelos melhores sobre eles[].\n\nColoque uma \uf868 [accent]Fundação do Núcleo[] sobre o \uf869 [accent]Fragmento do Núcleo[]. Tenha certeza de que está livre de obstruções próximas.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = [accent]Zona de setores[] cinzas, como a [accent]Floresta Congelada[], podem ser lançadas de qualquer lugar. Elas não precisam da captura de território próximo.\n\n[accent]Setores numerados[], como esse aqui, são [accent]opcionais[].
|
hint.presetLaunch = [accent]Zona de setores[] cinzas, como a [accent]Floresta Congelada[], podem ser lançadas de qualquer lugar. Elas não precisam da captura de território próximo.\n\n[accent]Setores numerados[], como esse aqui, são [accent]opcionais[].
|
||||||
hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimiga[].\nIr para esse setores [accent]não é recomendado[] sem ter tecnologia e preparação adequadas.
|
hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimiga[].\nIr para esse setores [accent]não é recomendado[] sem ter tecnologia e preparação adequadas.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma hord
|
|||||||
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
||||||
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Clique para minerar \uf748 [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
onset.mine = Clique para minerar \uf748 [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
||||||
onset.mine.mobile = Toque para minerar \uf748 [accent]berílio[] das paredes.
|
onset.mine.mobile = Toque para minerar \uf748 [accent]berílio[] das paredes.
|
||||||
onset.research = Abra a \ue875 árvore tecnológica.\nPesquise, e então coloque um \uf73e [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
|
onset.research = Abra a \ue875 árvore tecnológica.\nPesquise, e então coloque um \uf73e [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui.
|
|
||||||
|
|
||||||
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
|
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
|
||||||
lenum.shoot = Atire em uma posição.
|
lenum.shoot = Atire em uma posição.
|
||||||
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Desconhecido
|
lcategory.unknown = Desconhecido
|
||||||
lcategory.unknown.description = Instruções não categorizadas.
|
lcategory.unknown.description = Instruções não categorizadas.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Nucleul este atacat! >
|
|||||||
nearpoint = [[ [scarlet]PLEACĂ DE LA PUNCTUL DE LANSARE IMEDIAT[] ]\nanihilare imminentă
|
nearpoint = [[ [scarlet]PLEACĂ DE LA PUNCTUL DE LANSARE IMEDIAT[] ]\nanihilare imminentă
|
||||||
database = Datele Nucleului
|
database = Datele Nucleului
|
||||||
database.button = Bază de date
|
database.button = Bază de date
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvează Jocul
|
savegame = Salvează Jocul
|
||||||
loadgame = Încarcă Jocul
|
loadgame = Încarcă Jocul
|
||||||
joingame = Intră în Joc
|
joingame = Intră în Joc
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Reguli:
|
|||||||
editor.generation = Generare:
|
editor.generation = Generare:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectoare
|
sectorlist = Sectoare
|
||||||
sectorlist.attacked = {0} sunt atacate
|
sectorlist.attacked = {0} sunt atacate
|
||||||
sectors.unexplored = [lightgray]Neexplorat
|
sectors.unexplored = [lightgray]Neexplorat
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurse:
|
sectors.resources = Resurse:
|
||||||
sectors.production = Producție:
|
sectors.production = Producție:
|
||||||
sectors.export = Exportă:
|
sectors.export = Exportă:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Valul:
|
|||||||
sectors.stored = Stocat:
|
sectors.stored = Stocat:
|
||||||
sectors.resume = Revino
|
sectors.resume = Revino
|
||||||
sectors.launch = Lansare
|
sectors.launch = Lansare
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selectează
|
sectors.select = Selectează
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Redenumește Sectorul
|
|||||||
sectors.enemybase = [scarlet]Bază Inamică
|
sectors.enemybase = [scarlet]Bază Inamică
|
||||||
sectors.vulnerable = [scarlet]Vulnerabil
|
sectors.vulnerable = [scarlet]Vulnerabil
|
||||||
sectors.underattack = [scarlet]Sectorul e atacat! [accent]{0}% deteriorat
|
sectors.underattack = [scarlet]Sectorul e atacat! [accent]{0}% deteriorat
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Supraviețuiește {0} valuri
|
|
||||||
sectors.go = Start
|
sectors.go = Start
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Capturat
|
sector.curcapture = Sector Capturat
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Pierdut
|
sector.curlost = Sector Pierdut
|
||||||
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
||||||
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Fortăreața Navală
|
|||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Ținta finală.\n\nAceastă bază de coas
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Lovește Aeronave
|
stat.targetsair = Lovește Aeronave
|
||||||
stat.targetsground = Lovește Artilerie
|
stat.targetsground = Lovește Artilerie
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Capacitate Materiale
|
|||||||
stat.memorycapacity = Capacitate Memorie
|
stat.memorycapacity = Capacitate Memorie
|
||||||
stat.basepowergeneration = Generare Electricitate (Bază)
|
stat.basepowergeneration = Generare Electricitate (Bază)
|
||||||
stat.productiontime = Timp Producție
|
stat.productiontime = Timp Producție
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Durată Reparare Bloc
|
stat.repairtime = Durată Reparare Bloc
|
||||||
stat.repairspeed = Viteză Reparare
|
stat.repairspeed = Viteză Reparare
|
||||||
stat.weapons = Arme
|
stat.weapons = Arme
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Rata de Tragere
|
|||||||
stat.ammo = Muniție
|
stat.ammo = Muniție
|
||||||
stat.shieldhealth = Viață Scut
|
stat.shieldhealth = Viață Scut
|
||||||
stat.cooldowntime = Timp de Reîncărcare
|
stat.cooldowntime = Timp de Reîncărcare
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explozivitate
|
stat.explosiveness = Explozivitate
|
||||||
stat.basedeflectchance = Șansă de Reflexie
|
stat.basedeflectchance = Șansă de Reflexie
|
||||||
stat.lightningchance = Șansă Fulger
|
stat.lightningchance = Șansă Fulger
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Minabile
|
|||||||
stat.payloadcapacity = Capacitate Încărcătură
|
stat.payloadcapacity = Capacitate Încărcătură
|
||||||
stat.abilities = Abilități
|
stat.abilities = Abilități
|
||||||
stat.canboost = Are Propulsor
|
stat.canboost = Are Propulsor
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Zboară
|
stat.flying = Zboară
|
||||||
stat.ammouse = Consum muniție
|
stat.ammouse = Consum muniție
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Necesită
|
bar.input = Necesită
|
||||||
bar.output = Produce
|
bar.output = Produce
|
||||||
bar.strength = [stat]{0}[lightgray]x putere
|
bar.strength = [stat]{0}[lightgray]x putere
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlat de Procesor
|
units.processorcontrol = [lightgray]Controlat de Procesor
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] forță
|
bullet.damage = [stat]{0}[lightgray] forță
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray] pătrate
|
bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray] pătrate
|
||||||
bullet.incendiary = [stat]incendiar
|
bullet.incendiary = [stat]incendiar
|
||||||
bullet.homing = [stat]cu radar
|
bullet.homing = [stat]cu radar
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x fragmente:
|
bullet.frags = [stat]{0}[lightgray]x fragmente:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță
|
bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
|
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] împingere
|
bullet.knockback = [stat]{0}[lightgray] împingere
|
||||||
bullet.pierce = [stat]{0}[lightgray]x penetrează
|
bullet.pierce = [stat]{0}[lightgray]x penetrează
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = unități lichid/secundă
|
|||||||
unit.itemssecond = materiale/secundă
|
unit.itemssecond = materiale/secundă
|
||||||
unit.liquidunits = unități lichid
|
unit.liquidunits = unități lichid
|
||||||
unit.powerunits = electricitate
|
unit.powerunits = electricitate
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = grade
|
unit.degrees = grade
|
||||||
unit.seconds = secunde
|
unit.seconds = secunde
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mil
|
|||||||
unit.billions = mld
|
unit.billions = mld
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /lovitură
|
unit.pershot = /lovitură
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Utilizare
|
category.purpose = Utilizare
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Electricitate
|
category.power = Electricitate
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Resurse Infinite
|
rules.infiniteresources = Resurse Infinite
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reactoarele Explodează
|
rules.reactorexplosions = Reactoarele Explodează
|
||||||
rules.coreincinerates = Nucleul Incinerează Resursele în Plus
|
rules.coreincinerates = Nucleul Incinerează Resursele în Plus
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Îndepărtează Clădirile Echipelor Învinse (PvP)
|
|||||||
rules.corecapture = Capturează Nucleele Distruse
|
rules.corecapture = Capturează Nucleele Distruse
|
||||||
rules.polygoncoreprotection = Protecție Poligonală a Nucleului
|
rules.polygoncoreprotection = Protecție Poligonală a Nucleului
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Resurse infinite pt AI (echipa roșie)
|
rules.enemyCheat = Resurse infinite pt AI (echipa roșie)
|
||||||
rules.blockhealthmultiplier = Multiplicatorul Vieții Blocurilor
|
rules.blockhealthmultiplier = Multiplicatorul Vieții Blocurilor
|
||||||
rules.blockdamagemultiplier = Multiplicatorul Deteriorării Blocurilor
|
rules.blockdamagemultiplier = Multiplicatorul Deteriorării Blocurilor
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Multiplicatorul Vieții Unităților
|
|||||||
rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materiale
|
database-category.item = Items
|
||||||
content.liquid.name = Lichide
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Unități
|
database-category.unit = Units
|
||||||
content.block.name = Blocuri
|
database-category.block = Blocks
|
||||||
content.status.name = Efecte de Stare
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sectoare
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = Armele [accent]Wave[] încărcate cu apă vor stinge incendiile
|
|||||||
hint.generator = :combustion-generator: [accent]Generatoarele pe Combustie[] ard cărbunele și transmit electricitatea blocurilor învecinate.\n\nElectricitatea poate fi transmisă pe distanțe lungi folosind :power-node: [accent]Noduri Electrice[].
|
hint.generator = :combustion-generator: [accent]Generatoarele pe Combustie[] ard cărbunele și transmit electricitatea blocurilor învecinate.\n\nElectricitatea poate fi transmisă pe distanțe lungi folosind :power-node: [accent]Noduri Electrice[].
|
||||||
hint.guardian = Unitățile [accent]Gardian[] au armuri puternice. Munițiile slabe precum [accent]Cuprul[] și [accent]Plumbul[] [scarlet]nu sunt eficiente[].\n\nFolosește arme mai bune sau muniție de :graphite: [accent]Grafit[] pt :duo:Duo/:salvo:Salvo pt a nimici Gardianul.
|
hint.guardian = Unitățile [accent]Gardian[] au armuri puternice. Munițiile slabe precum [accent]Cuprul[] și [accent]Plumbul[] [scarlet]nu sunt eficiente[].\n\nFolosește arme mai bune sau muniție de :graphite: [accent]Grafit[] pt :duo:Duo/:salvo:Salvo pt a nimici Gardianul.
|
||||||
hint.coreUpgrade = Un nucleu poate pot fi îmbunătățit [accent]plasând o alt nucleu mai bun peste el[].\n\nPlasează un nucleu :core-foundation: [accent]Foundation[] peste nucleul :core-shard: [accent]Shard[]. Nucleul nu poate fi plasat decât pe alte nuclee. Asigură-te că nu sunt alte benzi sau obstacole care să împiedice plasarea.
|
hint.coreUpgrade = Un nucleu poate pot fi îmbunătățit [accent]plasând o alt nucleu mai bun peste el[].\n\nPlasează un nucleu :core-foundation: [accent]Foundation[] peste nucleul :core-shard: [accent]Shard[]. Nucleul nu poate fi plasat decât pe alte nuclee. Asigură-te că nu sunt alte benzi sau obstacole care să împiedice plasarea.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Poți lansa de oriunde în sectoarele gri, precum [accent]Pădurea Glacială[]. Ele sunt [accent]zone[] speciale [accent]de aterizare[]. Nu ai nevoie să capturezi sectoarele învecinate pt a lansa.\n\n[accent]Sectoarele numerotate[], ca acesta, sunt [accent]opționale[].
|
hint.presetLaunch = Poți lansa de oriunde în sectoarele gri, precum [accent]Pădurea Glacială[]. Ele sunt [accent]zone[] speciale [accent]de aterizare[]. Nu ai nevoie să capturezi sectoarele învecinate pt a lansa.\n\n[accent]Sectoarele numerotate[], ca acesta, sunt [accent]opționale[].
|
||||||
hint.presetDifficulty = Acest sector are un [scarlet]nivel ridicat de amenințare inamică[].\n[accent]Nu e recomandat[] să lansezi în asemenea sectoare fără pregătiri sau tehnologie adecvată.
|
hint.presetDifficulty = Acest sector are un [scarlet]nivel ridicat de amenințare inamică[].\n[accent]Nu e recomandat[] să lansezi în asemenea sectoare fără pregătiri sau tehnologie adecvată.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare.
|
|
||||||
|
|
||||||
lenum.type = Tipul clădirii/unității.\nde ex.: pt orice Router, va returna [accent]@router[].\nNu e un șir de caractere.
|
lenum.type = Tipul clădirii/unității.\nde ex.: pt orice Router, va returna [accent]@router[].\nNu e un șir de caractere.
|
||||||
lenum.shoot = Lovește către o locație.
|
lenum.shoot = Lovește către o locație.
|
||||||
lenum.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului.
|
lenum.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Ядро находится под атакой! >
|
|||||||
nearpoint = [[ [scarlet]ПОКИНЬТЕ ТОЧКУ ВЫСАДКИ НЕМЕДЛЕННО[] ]\nаннигиляция неизбежна
|
nearpoint = [[ [scarlet]ПОКИНЬТЕ ТОЧКУ ВЫСАДКИ НЕМЕДЛЕННО[] ]\nаннигиляция неизбежна
|
||||||
database = База данных ядра
|
database = База данных ядра
|
||||||
database.button = База данных
|
database.button = База данных
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Сохранить игру
|
savegame = Сохранить игру
|
||||||
loadgame = Загрузить игру
|
loadgame = Загрузить игру
|
||||||
joingame = Сетевая игра
|
joingame = Сетевая игра
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Цикличные зависимости
|
|||||||
mod.incompletedependencies = [red]Недопустимые или отсутствующие зависимости
|
mod.incompletedependencies = [red]Недопустимые или отсутствующие зависимости
|
||||||
|
|
||||||
mod.requiresversion.details = Требуется версия игры: [accent]{0}[]\nВаша игра устарела. Для работы этого мода требуется более новая версия игры (возможно, альфа/бета-версия).
|
mod.requiresversion.details = Требуется версия игры: [accent]{0}[]\nВаша игра устарела. Для работы этого мода требуется более новая версия игры (возможно, альфа/бета-версия).
|
||||||
mod.incompatiblemod.details = Этот мод несовместим с последней версией игры. Автор должен обновить его и добавить [accent]minGameVersion: 147[] в файл [accent]mod.json[].
|
mod.incompatiblemod.details = Этот мод несовместим с последней версией игры. Автор должен обновить его и добавить [accent]minGameVersion: 154[] в файл [accent]mod.json[].
|
||||||
mod.blacklisted.details = Этот мод был вручную занесен в черный список из-за того, что он вызывал сбои или другие проблемы с текущей версией игры. Не используйте его.
|
mod.blacklisted.details = Этот мод был вручную занесен в черный список из-за того, что он вызывал сбои или другие проблемы с текущей версией игры. Не используйте его.
|
||||||
mod.missingdependencies.details = Для этого мода отсутствуют зависимости: {0}
|
mod.missingdependencies.details = Для этого мода отсутствуют зависимости: {0}
|
||||||
mod.erroredcontent.details = Этот мод вызвал ошибки при загрузке. Попросите автора мода исправить их.
|
mod.erroredcontent.details = Этот мод вызвал ошибки при загрузке. Попросите автора мода исправить их.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Правила:
|
|||||||
editor.generation = Генерация:
|
editor.generation = Генерация:
|
||||||
editor.objectives = Цели
|
editor.objectives = Цели
|
||||||
editor.locales = Наборы локалей
|
editor.locales = Наборы локалей
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Патчи контента
|
||||||
|
editor.patch = Набор патчей: {0}
|
||||||
|
editor.patches.none = [lightgray]Ни одного набора патчей не загружено.
|
||||||
|
editor.patches.errors = Ошибки набора патчей
|
||||||
|
editor.patches.importerror = Не удалось импортировать набор патчей
|
||||||
|
editor.patches.delete.confirm = Вы уверены, что хотите удалить этот набор патчей?
|
||||||
|
editor.patch.fields = Параметров: {0}
|
||||||
editor.worldprocessors = Мировые процессоры
|
editor.worldprocessors = Мировые процессоры
|
||||||
editor.worldprocessors.editname = Изменить название
|
editor.worldprocessors.editname = Изменить название
|
||||||
editor.worldprocessors.none = [lightgray]Не найдено ни одного блока мирового процессора\nДобавьте его в редакторе карт или воспользуйтесь кнопкой "\ue813 Добавить" ниже.
|
editor.worldprocessors.none = [lightgray]Не найдено ни одного блока мирового процессора\nДобавьте его в редакторе карт или воспользуйтесь кнопкой "\ue813 Добавить" ниже.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Поздравляем.\n\nВражеская фра
|
|||||||
sectorlist = Секторы
|
sectorlist = Секторы
|
||||||
sectorlist.attacked = {0} под атакой
|
sectorlist.attacked = {0} под атакой
|
||||||
sectors.unexplored = [lightgray]Не исследовано
|
sectors.unexplored = [lightgray]Не исследовано
|
||||||
|
sectors.attempts = Попытка:
|
||||||
sectors.resources = Ресурсы:
|
sectors.resources = Ресурсы:
|
||||||
sectors.production = Производит:
|
sectors.production = Производит:
|
||||||
sectors.export = Экспорт:
|
sectors.export = Экспорт:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Волна:
|
|||||||
sectors.stored = Накоплено:
|
sectors.stored = Накоплено:
|
||||||
sectors.resume = Продолжить
|
sectors.resume = Продолжить
|
||||||
sectors.launch = Высадка
|
sectors.launch = Высадка
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d Предложенные игроками карты
|
sectors.viewsubmission = \ue80d Предложенные игроками карты
|
||||||
sectors.select = Выбор
|
sectors.select = Выбор
|
||||||
sectors.launchselect = Выбор места высадки
|
sectors.launchselect = Выбор места высадки
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Переименовать сектор
|
|||||||
sectors.enemybase = [scarlet]Вражеская база
|
sectors.enemybase = [scarlet]Вражеская база
|
||||||
sectors.vulnerable = [scarlet]Уязвим
|
sectors.vulnerable = [scarlet]Уязвим
|
||||||
sectors.underattack = [scarlet]Атакован! [accent]{0}% повреждений
|
sectors.underattack = [scarlet]Атакован! [accent]{0}% повреждений
|
||||||
sectors.underattack.nodamage = [scarlet]Не захвачен
|
|
||||||
sectors.survives = [accent]Продержится {0} волн(ы)
|
|
||||||
sectors.go = Перейти
|
sectors.go = Перейти
|
||||||
sector.abandon = Покинуть
|
sector.abandon = Покинуть
|
||||||
sector.abandon.confirm = Все ядра данного сектора будут самоуничтожены.\nПродолжить?
|
sector.abandon.confirm = Все ядра данного сектора будут самоуничтожены.\nПродолжить?
|
||||||
sector.curcapture = Сектор захвачен
|
sector.curcapture = Сектор захвачен
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Сектор потерян
|
sector.curlost = Сектор потерян
|
||||||
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
||||||
sector.attacked = Сектор [accent]{0}[white] атакован!
|
sector.attacked = Сектор [accent]{0}[white] атакован!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Прибрежная крепость
|
|||||||
sector.polarAerodrome.name = Полярный аэродром
|
sector.polarAerodrome.name = Полярный аэродром
|
||||||
sector.atolls.name = Атоллы
|
sector.atolls.name = Атоллы
|
||||||
sector.testingGrounds.name = Испытательные площадки
|
sector.testingGrounds.name = Испытательные площадки
|
||||||
sector.seaPort.name = Морской порт
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Размытые протоки
|
sector.weatheredChannels.name = Размытые протоки
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Мицелиальный бастион
|
sector.mycelialBastion.name = Мицелиальный бастион
|
||||||
sector.frontier.name = Граница
|
sector.frontier.name = Граница
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Конечная цель.\n\nЭта бе
|
|||||||
sector.coastline.description = В этом месте были обнаружены остатки древней военно-морской технологии. Отбейте атаки противника, захватите этот сектор и изучите эту технологию.
|
sector.coastline.description = В этом месте были обнаружены остатки древней военно-морской технологии. Отбейте атаки противника, захватите этот сектор и изучите эту технологию.
|
||||||
sector.navalFortress.description = Враг возвел базу на удаленном острове с естественными укреплениями. Уничтожьте её. Овладейте их технологией по производству кораблей и изучите ее.
|
sector.navalFortress.description = Враг возвел базу на удаленном острове с естественными укреплениями. Уничтожьте её. Овладейте их технологией по производству кораблей и изучите ее.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Начало
|
sector.onset.name = Начало
|
||||||
sector.aegis.name = Защита
|
sector.aegis.name = Защита
|
||||||
sector.lake.name = Озеро
|
sector.lake.name = Озеро
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Воздушные цели
|
stat.targetsair = Воздушные цели
|
||||||
stat.targetsground = Наземные цели
|
stat.targetsground = Наземные цели
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Вместимость предметов
|
|||||||
stat.memorycapacity = Размер памяти
|
stat.memorycapacity = Размер памяти
|
||||||
stat.basepowergeneration = Базовая генерация энергии
|
stat.basepowergeneration = Базовая генерация энергии
|
||||||
stat.productiontime = Время производства
|
stat.productiontime = Время производства
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Время полного ремонта
|
stat.repairtime = Время полного ремонта
|
||||||
stat.repairspeed = Скорость ремонта
|
stat.repairspeed = Скорость ремонта
|
||||||
stat.weapons = Орудия
|
stat.weapons = Орудия
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Выстрелы/секунду
|
|||||||
stat.ammo = Боеприпасы
|
stat.ammo = Боеприпасы
|
||||||
stat.shieldhealth = Прочность щита
|
stat.shieldhealth = Прочность щита
|
||||||
stat.cooldowntime = Время восстановления
|
stat.cooldowntime = Время восстановления
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Взрывоопасность
|
stat.explosiveness = Взрывоопасность
|
||||||
stat.basedeflectchance = Базовый шанс отражения
|
stat.basedeflectchance = Базовый шанс отражения
|
||||||
stat.lightningchance = Шанс удара молнии
|
stat.lightningchance = Шанс удара молнии
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Уровень добычи
|
|||||||
stat.payloadcapacity = Грузоподъёмность
|
stat.payloadcapacity = Грузоподъёмность
|
||||||
stat.abilities = Способности
|
stat.abilities = Способности
|
||||||
stat.canboost = Может взлететь
|
stat.canboost = Может взлететь
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Летающий
|
stat.flying = Летающий
|
||||||
stat.ammouse = Использование боеприпасов
|
stat.ammouse = Использование боеприпасов
|
||||||
stat.ammocapacity = Вместимость боеприпасов
|
stat.ammocapacity = Вместимость боеприпасов
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Лимит высадки
|
|||||||
bar.input = Ввод
|
bar.input = Ввод
|
||||||
bar.output = Вывод
|
bar.output = Вывод
|
||||||
bar.strength = [stat]{0}[lightgray]x эффективность
|
bar.strength = [stat]{0}[lightgray]x эффективность
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Управляется процессором
|
units.processorcontrol = [lightgray]Управляется процессором
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] урона
|
bullet.damage = [stat]{0}[lightgray] урона
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat] {1}[lightgray] блоков
|
bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat] {1}[lightgray] блоков
|
||||||
bullet.incendiary = [stat]зажигательный
|
bullet.incendiary = [stat]зажигательный
|
||||||
bullet.homing = [stat]самонаводящийся
|
bullet.homing = [stat]самонаводящийся
|
||||||
bullet.armorpierce = [stat]бронебойный
|
bullet.armorpierce = [stat]бронебойный
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] предел урона
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] предел урона
|
||||||
bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков
|
bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) снаряд(ов):
|
bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) снаряд(ов):
|
||||||
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
||||||
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] урона по щитам
|
bullet.shielddamage = [stat]{0}%[lightgray] урона по щитам
|
||||||
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробития
|
bullet.pierce = [stat]{0}[lightgray]x пробития
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = жидкостных единиц/секунду
|
|||||||
unit.itemssecond = предметов/секунду
|
unit.itemssecond = предметов/секунду
|
||||||
unit.liquidunits = жидкостных единиц
|
unit.liquidunits = жидкостных единиц
|
||||||
unit.powerunits = энерг. единиц
|
unit.powerunits = энерг. единиц
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = единиц тепла
|
unit.heatunits = единиц тепла
|
||||||
unit.degrees = °
|
unit.degrees = °
|
||||||
unit.seconds = сек
|
unit.seconds = сек
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = М
|
|||||||
unit.billions = В
|
unit.billions = В
|
||||||
unit.shots = выстрелы
|
unit.shots = выстрелы
|
||||||
unit.pershot = /выстрел
|
unit.pershot = /выстрел
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Назначение
|
category.purpose = Назначение
|
||||||
category.general = Основные
|
category.general = Основные
|
||||||
category.power = Энергия
|
category.power = Энергия
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Скрыть запрещенные блоки
|
|||||||
rules.infiniteresources = Бесконечные ресурсы
|
rules.infiniteresources = Бесконечные ресурсы
|
||||||
rules.fillitems = Заполнить ядро предметами
|
rules.fillitems = Заполнить ядро предметами
|
||||||
rules.onlydepositcore = Разрешен перенос только в ядро
|
rules.onlydepositcore = Разрешен перенос только в ядро
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Разрешить починку покинутых построек
|
rules.derelictrepair = Разрешить починку покинутых построек
|
||||||
rules.reactorexplosions = Взрывы реакторов
|
rules.reactorexplosions = Взрывы реакторов
|
||||||
rules.coreincinerates = Ядро сжигает избыток ресурсов
|
rules.coreincinerates = Ядро сжигает избыток ресурсов
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Очистка строений побежденных
|
|||||||
rules.corecapture = Захват ядра после уничтожения
|
rules.corecapture = Захват ядра после уничтожения
|
||||||
rules.polygoncoreprotection = Полигональная защита ядер
|
rules.polygoncoreprotection = Полигональная защита ядер
|
||||||
rules.placerangecheck = Запретить размещение построек возле врага
|
rules.placerangecheck = Запретить размещение построек возле врага
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Бесконечные ресурсы у ИИ
|
rules.enemyCheat = Бесконечные ресурсы у ИИ
|
||||||
rules.blockhealthmultiplier = Множитель прочности блоков
|
rules.blockhealthmultiplier = Множитель прочности блоков
|
||||||
rules.blockdamagemultiplier = Множитель урона блоков
|
rules.blockdamagemultiplier = Множитель урона блоков
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Множитель прочности боев. е
|
|||||||
rules.unitdamagemultiplier = Множитель урона боев. ед.
|
rules.unitdamagemultiplier = Множитель урона боев. ед.
|
||||||
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
||||||
rules.unitminespeedmultiplier = Множитель скорости копания боев. ед.
|
rules.unitminespeedmultiplier = Множитель скорости копания боев. ед.
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Множитель солнечной энергии
|
rules.solarmultiplier = Множитель солнечной энергии
|
||||||
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
||||||
rules.unitpayloadsexplode = Перевозимые грузы взрываются с перевозящей единицей
|
rules.unitpayloadsexplode = Перевозимые грузы взрываются с перевозящей единицей
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Боевые единицы, появившиеся и
|
|||||||
rules.placerangecheck.info = Не даёт игрокам ставить свои постройки у вражеских построек. При постройке турели (или у вражеской турели), радиус повышается, чтобы турель не достала до построек.
|
rules.placerangecheck.info = Не даёт игрокам ставить свои постройки у вражеских построек. При постройке турели (или у вражеской турели), радиус повышается, чтобы турель не достала до построек.
|
||||||
rules.onlydepositcore.info = Не даёт игрокам помещать предметы в любые постройки, кроме ядра.
|
rules.onlydepositcore.info = Не даёт игрокам помещать предметы в любые постройки, кроме ядра.
|
||||||
|
|
||||||
content.item.name = Предметы
|
database-category.item = Items
|
||||||
content.liquid.name = Жидкости
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Боевые единицы
|
database-category.unit = Units
|
||||||
content.block.name = Блоки
|
database-category.block = Blocks
|
||||||
content.status.name = Эффекты статуса
|
database-category.status = Status Effects
|
||||||
content.sector.name = Секторы
|
database-category.sector = Sectors
|
||||||
content.team.name = Фракции
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Стена)
|
wallore = (Стена)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = Турели [accent]Волна[] при подаче воды
|
|||||||
hint.generator = :combustion-generator: [accent]Генераторы внутреннего сгорания[] сжигают уголь и передают энергию рядом стоящим блокам.\n\nДальность передачи энергии может быть увеличена при помощи :power-node: [accent]силовых узлов[].
|
hint.generator = :combustion-generator: [accent]Генераторы внутреннего сгорания[] сжигают уголь и передают энергию рядом стоящим блокам.\n\nДальность передачи энергии может быть увеличена при помощи :power-node: [accent]силовых узлов[].
|
||||||
hint.guardian = [accent]Стражи[] бронированы. Слабые боеприпасы, такие как [accent]медь[] и [accent]свинец[], [scarlet]не эффективны[].\n\nИспользуйте турели высокого уровня или :graphite: [accent]графитные[] боеприпасы в :duo:двойных турелях/:salvo:залпах, чтобы уничтожить Стража.
|
hint.guardian = [accent]Стражи[] бронированы. Слабые боеприпасы, такие как [accent]медь[] и [accent]свинец[], [scarlet]не эффективны[].\n\nИспользуйте турели высокого уровня или :graphite: [accent]графитные[] боеприпасы в :duo:двойных турелях/:salvo:залпах, чтобы уничтожить Стража.
|
||||||
hint.coreUpgrade = Ядра могут быть улучшены путем [accent]размещения над ними ядер более высокого уровня[].\n\nПоместите ядро :core-foundation: [accent]Штаб[] поверх ядра :core-shard: [accent]Осколок[]. Убедитесь, что никакие препятствия не мешают ему.
|
hint.coreUpgrade = Ядра могут быть улучшены путем [accent]размещения над ними ядер более высокого уровня[].\n\nПоместите ядро :core-foundation: [accent]Штаб[] поверх ядра :core-shard: [accent]Осколок[]. Убедитесь, что никакие препятствия не мешают ему.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = В серые [accent]секторы с посадочными зонами[], такие как [accent]Ледяной лес[], можно запускаться из любого места. Они не требуют захвата близлежащей территории.\n\n[accent]Нумерованные секторы[], такие как этот, [accent]не обязательны[] для прохождения.
|
hint.presetLaunch = В серые [accent]секторы с посадочными зонами[], такие как [accent]Ледяной лес[], можно запускаться из любого места. Они не требуют захвата близлежащей территории.\n\n[accent]Нумерованные секторы[], такие как этот, [accent]не обязательны[] для прохождения.
|
||||||
hint.presetDifficulty = У этого сектора [scarlet]высокий уровень угрозы[].\nЗапуск на такие сектора [accent]не рекомендуется[] без достаточных технологий и подготовки.
|
hint.presetDifficulty = У этого сектора [scarlet]высокий уровень угрозы[].\nЗапуск на такие сектора [accent]не рекомендуется[] без достаточных технологий и подготовки.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Все, что построено в её радиусе, будет
|
|||||||
gz.zone3 = Волна начнётся прямо сейчас.\nПриготовьтесь.
|
gz.zone3 = Волна начнётся прямо сейчас.\nПриготовьтесь.
|
||||||
gz.finish = Постройте больше турелей, добудьте больше ресурсов,\nи отстойте все волны, чтобы [accent]захватить сектор[].
|
gz.finish = Постройте больше турелей, добудьте больше ресурсов,\nи отстойте все волны, чтобы [accent]захватить сектор[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Нажмите, чтобы добыть :beryllium: [accent]бериллий[] из стен.\n\nИспользуйте [accent][[WASD] для передвижения.
|
onset.mine = Нажмите, чтобы добыть :beryllium: [accent]бериллий[] из стен.\n\nИспользуйте [accent][[WASD] для передвижения.
|
||||||
onset.mine.mobile = Нажмите, чтобы добыть :beryllium: [accent]бериллий[] из стен.
|
onset.mine.mobile = Нажмите, чтобы добыть :beryllium: [accent]бериллий[] из стен.
|
||||||
onset.research = Откройте :tree: дерево исследований.\nИсследуйте, затем поставьте :turbine-condenser: [accent]турбинный конденсатор[] на жерло.\nОна будет производить [accent]энергию[].
|
onset.research = Откройте :tree: дерево исследований.\nИсследуйте, затем поставьте :turbine-condenser: [accent]турбинный конденсатор[] на жерло.\nОна будет производить [accent]энергию[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Имя игрока клиента, выполняющег
|
|||||||
lglobal.@clientTeam = ID команды клиента, выполняющего код.
|
lglobal.@clientTeam = ID команды клиента, выполняющего код.
|
||||||
lglobal.@clientMobile = True, если код работает на мобильном клиенте, иначе False
|
lglobal.@clientMobile = True, если код работает на мобильном клиенте, иначе False
|
||||||
|
|
||||||
logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено.
|
|
||||||
|
|
||||||
lenum.type = Тип постройки/единицы. \nНапример, для маршрутизатора это будет [accent]@router[].\nНе строка.
|
lenum.type = Тип постройки/единицы. \nНапример, для маршрутизатора это будет [accent]@router[].\nНе строка.
|
||||||
lenum.shoot = Стрельба в определённую позицию.
|
lenum.shoot = Стрельба в определённую позицию.
|
||||||
lenum.shootp = Стрельба в единицу/постройку с расчётом скорости.
|
lenum.shootp = Стрельба в единицу/постройку с расчётом скорости.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Ширина дисплея, в пикселях.
|
|||||||
laccess.displayheight = Высота дисплея, в пикселях.
|
laccess.displayheight = Высота дисплея, в пикселях.
|
||||||
laccess.buffersize = Количество необработанных команд в графическом буфере дисплея.
|
laccess.buffersize = Количество необработанных команд в графическом буфере дисплея.
|
||||||
laccess.operations = Количество операций, выполненных в блоке.\nДля дисплеев, возвращает количество выполненных операций drawflush.
|
laccess.operations = Количество операций, выполненных в блоке.\nДля дисплеев, возвращает количество выполненных операций drawflush.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Неизвестно
|
lcategory.unknown = Неизвестно
|
||||||
lcategory.unknown.description = Нет категории.
|
lcategory.unknown.description = Нет категории.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Jezgro je napadnuto! >
|
|||||||
nearpoint = [[ [scarlet]NAPUSTI ZONU DOLASKA ODMAH[] ]\nauništenje je neizostavno
|
nearpoint = [[ [scarlet]NAPUSTI ZONU DOLASKA ODMAH[] ]\nauništenje je neizostavno
|
||||||
database = Baza Podataka
|
database = Baza Podataka
|
||||||
database.button = Baza Podataka
|
database.button = Baza Podataka
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Snimi Igru
|
savegame = Snimi Igru
|
||||||
loadgame = Učitaj Igru
|
loadgame = Učitaj Igru
|
||||||
joingame = Priključi se na Igru
|
joingame = Priključi se na Igru
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Zahteva verziju igre: [accent]{0}[]\nVaša igra je zastarela. Ovaj mod zahteva novu verziju igre (po mogućstvu alfa/beta izdanje) da bi funkcionisala.
|
mod.requiresversion.details = Zahteva verziju igre: [accent]{0}[]\nVaša igra je zastarela. Ovaj mod zahteva novu verziju igre (po mogućstvu alfa/beta izdanje) da bi funkcionisala.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Ovaj mod nema podršku zato što stalno ispada ili prave razne greške u ovoj verziji igre. Ne koristi te ga.
|
mod.blacklisted.details = Ovaj mod nema podršku zato što stalno ispada ili prave razne greške u ovoj verziji igre. Ne koristi te ga.
|
||||||
mod.missingdependencies.details = Ovaj mod nema sledeće zavisne modove: {0}
|
mod.missingdependencies.details = Ovaj mod nema sledeće zavisne modove: {0}
|
||||||
mod.erroredcontent.details = Ova igra sadrži greške. Pitajte autora moda da ih popravi.
|
mod.erroredcontent.details = Ova igra sadrži greške. Pitajte autora moda da ih popravi.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Pravila:
|
|||||||
editor.generation = Generisanje:
|
editor.generation = Generisanje:
|
||||||
editor.objectives = Zadaci
|
editor.objectives = Zadaci
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Čestitam.\n\nNeprijatelj na {0} je poražen.\n[ligh
|
|||||||
sectorlist = Sektori
|
sectorlist = Sektori
|
||||||
sectorlist.attacked = {0} pod napadom
|
sectorlist.attacked = {0} pod napadom
|
||||||
sectors.unexplored = [lightgray]Neistraženo
|
sectors.unexplored = [lightgray]Neistraženo
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resursi:
|
sectors.resources = Resursi:
|
||||||
sectors.production = Proizvodnja:
|
sectors.production = Proizvodnja:
|
||||||
sectors.export = Izvoz:
|
sectors.export = Izvoz:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Talas:
|
|||||||
sectors.stored = Skladišćeno:
|
sectors.stored = Skladišćeno:
|
||||||
sectors.resume = Nastavi
|
sectors.resume = Nastavi
|
||||||
sectors.launch = Lansiraj
|
sectors.launch = Lansiraj
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Izaberi
|
sectors.select = Izaberi
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Preimenuj Sektor
|
|||||||
sectors.enemybase = [scarlet]Neprijateljska Baza
|
sectors.enemybase = [scarlet]Neprijateljska Baza
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Pod napadom! [accent]{0}% štete
|
sectors.underattack = [scarlet]Pod napadom! [accent]{0}% štete
|
||||||
sectors.underattack.nodamage = [scarlet]Nije zauzet
|
|
||||||
sectors.survives = [accent]Preživeće {0} talasa
|
|
||||||
sectors.go = Kreni
|
sectors.go = Kreni
|
||||||
sector.abandon = Napusti
|
sector.abandon = Napusti
|
||||||
sector.abandon.confirm = Sva jezgra u ovom sektoru će se samouništiti. Nastaviti?
|
sector.abandon.confirm = Sva jezgra u ovom sektoru će se samouništiti. Nastaviti?
|
||||||
sector.curcapture = Sektor Zauzet
|
sector.curcapture = Sektor Zauzet
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor Izgubljen
|
sector.curlost = Sektor Izgubljen
|
||||||
sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
||||||
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Pomorska Tvrđava
|
|||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Krajnji cilj.\n\nOva obalska struktura im
|
|||||||
sector.coastline.description = Ostaci tehnologije pomorskih jedinica su detektovani u ovom sektoru. Odbijte neprijateljske napade, zauzmite ovaj sektor, i preuzmite tehnologiju.
|
sector.coastline.description = Ostaci tehnologije pomorskih jedinica su detektovani u ovom sektoru. Odbijte neprijateljske napade, zauzmite ovaj sektor, i preuzmite tehnologiju.
|
||||||
sector.navalFortress.description = Neprijatelj je sagradio bazu na dalekom, prirodno-formiranom ostrvu. Uništite ovu bazu. Preuzmite njihovu naprednu pomorsku tehnologiju, i izuči te je.
|
sector.navalFortress.description = Neprijatelj je sagradio bazu na dalekom, prirodno-formiranom ostrvu. Uništite ovu bazu. Preuzmite njihovu naprednu pomorsku tehnologiju, i izuči te je.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Žačetak
|
sector.onset.name = Žačetak
|
||||||
sector.aegis.name = Okrilje
|
sector.aegis.name = Okrilje
|
||||||
sector.lake.name = Jezero
|
sector.lake.name = Jezero
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Nišani vazduh
|
stat.targetsair = Nišani vazduh
|
||||||
stat.targetsground = Nišani zemlju
|
stat.targetsground = Nišani zemlju
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Skladište materijala
|
|||||||
stat.memorycapacity = Kapacitet memorije
|
stat.memorycapacity = Kapacitet memorije
|
||||||
stat.basepowergeneration = Osnovna generacija struje
|
stat.basepowergeneration = Osnovna generacija struje
|
||||||
stat.productiontime = Vreme proizvodnje
|
stat.productiontime = Vreme proizvodnje
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Vreme popravke celog bloka
|
stat.repairtime = Vreme popravke celog bloka
|
||||||
stat.repairspeed = Brzina popravke
|
stat.repairspeed = Brzina popravke
|
||||||
stat.weapons = Oružja
|
stat.weapons = Oružja
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Brzina paljbe
|
|||||||
stat.ammo = Municija
|
stat.ammo = Municija
|
||||||
stat.shieldhealth = Izdržljivost štita
|
stat.shieldhealth = Izdržljivost štita
|
||||||
stat.cooldowntime = Vreme hlađenja
|
stat.cooldowntime = Vreme hlađenja
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Eksplozivnost
|
stat.explosiveness = Eksplozivnost
|
||||||
stat.basedeflectchance = Šansa odbijanja
|
stat.basedeflectchance = Šansa odbijanja
|
||||||
stat.lightningchance = Šansa za stvaranje munje
|
stat.lightningchance = Šansa za stvaranje munje
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Nivo kopanja
|
|||||||
stat.payloadcapacity = Tovarni kapacitet
|
stat.payloadcapacity = Tovarni kapacitet
|
||||||
stat.abilities = Spospbnosti
|
stat.abilities = Spospbnosti
|
||||||
stat.canboost = Može lebdeti
|
stat.canboost = Može lebdeti
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Leteća jedinica
|
stat.flying = Leteća jedinica
|
||||||
stat.ammouse = Upotreba municije
|
stat.ammouse = Upotreba municije
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Ulaz
|
bar.input = Ulaz
|
||||||
bar.output = Izlaz
|
bar.output = Izlaz
|
||||||
bar.strength = [stat]{0}[lightgray]x snage
|
bar.strength = [stat]{0}[lightgray]x snage
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Procesno Upravljan
|
units.processorcontrol = [lightgray]Procesno Upravljan
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] šteta
|
bullet.damage = [stat]{0}[lightgray] šteta
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] oblasna šteta ~[stat] {1}[lightgray] polja
|
bullet.splashdamage = [stat]{0}[lightgray] oblasna šteta ~[stat] {1}[lightgray] polja
|
||||||
bullet.incendiary = [stat]zapaljiv
|
bullet.incendiary = [stat]zapaljiv
|
||||||
bullet.homing = [stat]samonavođenje
|
bullet.homing = [stat]samonavođenje
|
||||||
bullet.armorpierce = [stat]proboj oklopa
|
bullet.armorpierce = [stat]proboj oklopa
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x šrapnela:
|
bullet.frags = [stat]{0}[lightgray]x šrapnela:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x munja ~ [stat]{1}[lightgray] štete
|
bullet.lightning = [stat]{0}[lightgray]x munja ~ [stat]{1}[lightgray] štete
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] šteta za strukture
|
bullet.buildingdamage = [stat]{0}%[lightgray] šteta za strukture
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] odbacivanje
|
bullet.knockback = [stat]{0}[lightgray] odbacivanje
|
||||||
bullet.pierce = [stat]{0}[lightgray]x probijanje
|
bullet.pierce = [stat]{0}[lightgray]x probijanje
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = jedinica tečnosti/sekundi
|
|||||||
unit.itemssecond = materijala/sekundi
|
unit.itemssecond = materijala/sekundi
|
||||||
unit.liquidunits = jedinica tečnosti
|
unit.liquidunits = jedinica tečnosti
|
||||||
unit.powerunits = jedinica energije
|
unit.powerunits = jedinica energije
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = jedinica toplote
|
unit.heatunits = jedinica toplote
|
||||||
unit.degrees = stepeni
|
unit.degrees = stepeni
|
||||||
unit.seconds = sekunde
|
unit.seconds = sekunde
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = milioni
|
|||||||
unit.billions = milijarde
|
unit.billions = milijarde
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /pucnju
|
unit.pershot = /pucnju
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Namena
|
category.purpose = Namena
|
||||||
category.general = Opšte
|
category.general = Opšte
|
||||||
category.power = Energija
|
category.power = Energija
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Sakrij Nedozvoljena Sredstva
|
|||||||
rules.infiniteresources = Bezkonačni Resursi
|
rules.infiniteresources = Bezkonačni Resursi
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Samo Dozvoli Dostavu u Jezgro
|
rules.onlydepositcore = Samo Dozvoli Dostavu u Jezgro
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Eksplozije Reaktora
|
rules.reactorexplosions = Eksplozije Reaktora
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Počisti Građevine Poraženog Tima (PvP)
|
|||||||
rules.corecapture = Zauzmi Jezgro Po Uništenju
|
rules.corecapture = Zauzmi Jezgro Po Uništenju
|
||||||
rules.polygoncoreprotection = Poligonalna Zaštita Jezgra
|
rules.polygoncoreprotection = Poligonalna Zaštita Jezgra
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Beskonačnost Neprijateljskih Resursa
|
rules.enemyCheat = Beskonačnost Neprijateljskih Resursa
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materijali
|
database-category.item = Items
|
||||||
content.liquid.name = Tečnosti
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Jedinice
|
database-category.unit = Units
|
||||||
content.block.name = Blokovi
|
database-category.block = Blocks
|
||||||
content.status.name = Statusni Efekti
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sektori
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Zid)
|
wallore = (Zid)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Talas[] platforma sa vodom kao municiom automatski gasi
|
|||||||
hint.generator = :combustion-generator: [accent]Generatori Sagorevanja[] sagorevaju ugalj i proizvode energiju.\n\nDomet prenosa energije se može povećati preko :power-node: [accent]Strujnog Čvora[].
|
hint.generator = :combustion-generator: [accent]Generatori Sagorevanja[] sagorevaju ugalj i proizvode energiju.\n\nDomet prenosa energije se može povećati preko :power-node: [accent]Strujnog Čvora[].
|
||||||
hint.guardian = [accent]Čuvari[] kao jedinice su oklopljenje. Slaba municija potput [accent]Bakra[] i [accent]Olovo[] [scarlet]nije efikasan[].\n\nKoristi platforme većeg tijera ili:graphite: [accent]Grafit[] :duo:Duo/:salvo:Salvo municiju da bi se rešio čuvara.
|
hint.guardian = [accent]Čuvari[] kao jedinice su oklopljenje. Slaba municija potput [accent]Bakra[] i [accent]Olovo[] [scarlet]nije efikasan[].\n\nKoristi platforme većeg tijera ili:graphite: [accent]Grafit[] :duo:Duo/:salvo:Salvo municiju da bi se rešio čuvara.
|
||||||
hint.coreUpgrade = Jezgra mogu da se unaprede [accent]postavljanjem većih jezgara preko njih[].\n\nPostavi [accent]Temelj[] preko [accent]Krhotina[] jezgra. Osigurajte da bude planiran prostor čist.
|
hint.coreUpgrade = Jezgra mogu da se unaprede [accent]postavljanjem većih jezgara preko njih[].\n\nPostavi [accent]Temelj[] preko [accent]Krhotina[] jezgra. Osigurajte da bude planiran prostor čist.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = [accent]Sektori sa ivicom[] sive boje, kao [accent]Zamrznutna Šuma[], se mogu lansiradi svuda. Oni ne zahtevaju zauzetu obljižnju teritoriju.\n\n[accent]Numerisani sektori[], potput ovog, su [accent]opcionalni[].
|
hint.presetLaunch = [accent]Sektori sa ivicom[] sive boje, kao [accent]Zamrznutna Šuma[], se mogu lansiradi svuda. Oni ne zahtevaju zauzetu obljižnju teritoriju.\n\n[accent]Numerisani sektori[], potput ovog, su [accent]opcionalni[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Sve sagrađeno u njoj će biti uništeno kada se započne talas.
|
|||||||
gz.zone3 = Talas će uskoro započeti.\nSpremi se.
|
gz.zone3 = Talas će uskoro započeti.\nSpremi se.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Klikni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.\nKoristi [accent][[WASD] za kretanje.
|
onset.mine = Klikni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.\nKoristi [accent][[WASD] za kretanje.
|
||||||
onset.mine.mobile = Pritisni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.
|
onset.mine.mobile = Pritisni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.
|
||||||
onset.research = Otvori :tree: drvo tehnologija.\nIzuči, i pritom postavi :turbine-condenser: [accent]Turbinski Kondezator[] na ventil.\nOvo će da proizvodi [accent]energiju[].
|
onset.research = Otvori :tree: drvo tehnologija.\nIzuči, i pritom postavi :turbine-condenser: [accent]Turbinski Kondezator[] na ventil.\nOvo će da proizvodi [accent]energiju[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Vrsta građevine/jedinice.\nnpr. za svaki ruter, ovo šalje [accent]@router[].\nNot a string.
|
lenum.type = Vrsta građevine/jedinice.\nnpr. za svaki ruter, ovo šalje [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Ispaljuj na mestu.
|
lenum.shoot = Ispaljuj na mestu.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Nepoznato
|
lcategory.unknown = Nepoznato
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Uvek Tačno.
|
lenum.always = Uvek Tačno.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Kärnan är under attack! >
|
|||||||
nearpoint = [[ [scarlet]LÄMNA DROPPZONEN OMEDELBART[] ]\nförintelse oundviklig
|
nearpoint = [[ [scarlet]LÄMNA DROPPZONEN OMEDELBART[] ]\nförintelse oundviklig
|
||||||
database = Kärndatabas
|
database = Kärndatabas
|
||||||
database.button = Databas
|
database.button = Databas
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Spara Spel
|
savegame = Spara Spel
|
||||||
loadgame = Importera Spel
|
loadgame = Importera Spel
|
||||||
joingame = Gå med i Spel
|
joingame = Gå med i Spel
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Regler:
|
|||||||
editor.generation = Generering:
|
editor.generation = Generering:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Oupptäckt
|
sectors.unexplored = [lightgray]Oupptäckt
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurser:
|
sectors.resources = Resurser:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Lagrade:
|
sectors.stored = Lagrade:
|
||||||
sectors.resume = Återuppta
|
sectors.resume = Återuppta
|
||||||
sectors.launch = Skjuta upp
|
sectors.launch = Skjuta upp
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Byt namn på sektor
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = The final target.\n\nThis coastal base co
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Item Capacity
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Base Power Generation
|
stat.basepowergeneration = Base Power Generation
|
||||||
stat.productiontime = Production Time
|
stat.productiontime = Production Time
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Shots/Second
|
|||||||
stat.ammo = Ammunition
|
stat.ammo = Ammunition
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] skada
|
bullet.damage = [stat]{0}[lightgray] skada
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
bullet.homing = [stat]homing
|
bullet.homing = [stat]homing
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = liquid units/second
|
|||||||
unit.itemssecond = items/second
|
unit.itemssecond = items/second
|
||||||
unit.liquidunits = liquid units
|
unit.liquidunits = liquid units
|
||||||
unit.powerunits = power units
|
unit.powerunits = power units
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = grader
|
unit.degrees = grader
|
||||||
unit.seconds = sekunder
|
unit.seconds = sekunder
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Allmänt
|
category.general = Allmänt
|
||||||
category.power = Energi
|
category.power = Energi
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Infinite Resources
|
rules.infiniteresources = Infinite Resources
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reactor Explosions
|
rules.reactorexplosions = Reactor Explosions
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Föremål
|
database-category.item = Items
|
||||||
content.liquid.name = Vätskor
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Enheter
|
database-category.unit = Units
|
||||||
content.block.name = Block
|
database-category.block = Blocks
|
||||||
content.status.name = Status Effects
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sectors
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatical
|
|||||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Draw a rectangle outline.
|
|||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Fill a regular polygon.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < แกนกลางถูกโจมตี! >
|
|||||||
nearpoint = [[ [scarlet]ออกจากจุดเกิดด่วน![] ]\nการทำลายล้างกำลังใกล้เข้ามา
|
nearpoint = [[ [scarlet]ออกจากจุดเกิดด่วน![] ]\nการทำลายล้างกำลังใกล้เข้ามา
|
||||||
database = ฐานข้อมูลแกนกลาง
|
database = ฐานข้อมูลแกนกลาง
|
||||||
database.button = ฐานข้อมูล
|
database.button = ฐานข้อมูล
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = เซฟเกม
|
savegame = เซฟเกม
|
||||||
loadgame = โหลดเกม
|
loadgame = โหลดเกม
|
||||||
joingame = เข้าร่วมเกม
|
joingame = เข้าร่วมเกม
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]ม็อดพึ่งพาวนลูป
|
|||||||
mod.incompletedependencies = [red]ม็อดพึ่งพาไม่ครบ
|
mod.incompletedependencies = [red]ม็อดพึ่งพาไม่ครบ
|
||||||
|
|
||||||
mod.requiresversion.details = ต้องการเวอร์ชั่นเกม: [accent]{0}[]\nเกมของคุณนั้นเก่าเกินไป ม็อดนี้ต้องการเวอร์ชั่นเกมที่ใหม่กว่านี้ (อาจเป็นรุ่น beta/alpha) เพื่อที่จะทำงานได้
|
mod.requiresversion.details = ต้องการเวอร์ชั่นเกม: [accent]{0}[]\nเกมของคุณนั้นเก่าเกินไป ม็อดนี้ต้องการเวอร์ชั่นเกมที่ใหม่กว่านี้ (อาจเป็นรุ่น beta/alpha) เพื่อที่จะทำงานได้
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = ม็อดนี้ถูกขึ้นบัญชีดำเพราะทำให้เกิดข้อขัดข้องและปัญหาอื่นๆ ในเวอร์ชั่นเกมนี้ ห้ามใช้เด็ดขาด
|
mod.blacklisted.details = ม็อดนี้ถูกขึ้นบัญชีดำเพราะทำให้เกิดข้อขัดข้องและปัญหาอื่นๆ ในเวอร์ชั่นเกมนี้ ห้ามใช้เด็ดขาด
|
||||||
mod.missingdependencies.details = ม็อดนี้ขาดม็อดพึ่งพา: {0}
|
mod.missingdependencies.details = ม็อดนี้ขาดม็อดพึ่งพา: {0}
|
||||||
mod.erroredcontent.details = เกมเกิดปัญหาในระหว่างการโหลด กรุณาสอบถามผู้พัฒนาม็อดเพื่อให้แก้ไข
|
mod.erroredcontent.details = เกมเกิดปัญหาในระหว่างการโหลด กรุณาสอบถามผู้พัฒนาม็อดเพื่อให้แก้ไข
|
||||||
@@ -467,6 +469,14 @@ editor.rules = กฎ
|
|||||||
editor.generation = เจนเนอเรชั่น
|
editor.generation = เจนเนอเรชั่น
|
||||||
editor.objectives = เป้าหมาย
|
editor.objectives = เป้าหมาย
|
||||||
editor.locales = ชุดภาษาท้องถิ่น
|
editor.locales = ชุดภาษาท้องถิ่น
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = ตัวประมวลผลโลก
|
editor.worldprocessors = ตัวประมวลผลโลก
|
||||||
editor.worldprocessors.editname = แก้ไขชื่อ
|
editor.worldprocessors.editname = แก้ไขชื่อ
|
||||||
editor.worldprocessors.none = [lightgray]ไม่พบตัวประมวลผลโลกในแมพ!\nสามารถไปเพิ่มในตัวแก้ไขแมพ หรือกดปุ่ม \ue813 เพิ่ม ด้านล่าง
|
editor.worldprocessors.none = [lightgray]ไม่พบตัวประมวลผลโลกในแมพ!\nสามารถไปเพิ่มในตัวแก้ไขแมพ หรือกดปุ่ม \ue813 เพิ่ม ด้านล่าง
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]ยินดีด้วย\n\nศัตรูบน
|
|||||||
sectorlist = เซ็กเตอร์
|
sectorlist = เซ็กเตอร์
|
||||||
sectorlist.attacked = {0} ถูกโจมตึ
|
sectorlist.attacked = {0} ถูกโจมตึ
|
||||||
sectors.unexplored = [lightgray]ยังไม่ได้สำรวจ
|
sectors.unexplored = [lightgray]ยังไม่ได้สำรวจ
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = ทรัพยากร:
|
sectors.resources = ทรัพยากร:
|
||||||
sectors.production = การผลิต:
|
sectors.production = การผลิต:
|
||||||
sectors.export = การส่งออก:
|
sectors.export = การส่งออก:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = คลื่น:
|
|||||||
sectors.stored = คลังไอเท็ม:
|
sectors.stored = คลังไอเท็ม:
|
||||||
sectors.resume = ไปต่อ
|
sectors.resume = ไปต่อ
|
||||||
sectors.launch = ลงจอด
|
sectors.launch = ลงจอด
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = เลือก
|
sectors.select = เลือก
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = เปลี่ยนชื่อเซ็กเตอร์
|
|||||||
sectors.enemybase = [scarlet]ฐานทัพศัตรู
|
sectors.enemybase = [scarlet]ฐานทัพศัตรู
|
||||||
sectors.vulnerable = [scarlet]เสี่ยงภัย
|
sectors.vulnerable = [scarlet]เสี่ยงภัย
|
||||||
sectors.underattack = [scarlet]เซ็กเตอร์ถูกโจมตี! เสียหาย [accent]{0}%
|
sectors.underattack = [scarlet]เซ็กเตอร์ถูกโจมตี! เสียหาย [accent]{0}%
|
||||||
sectors.underattack.nodamage = [scarlet]ยังไม่ถูกยึดครอง
|
|
||||||
sectors.survives = [accent]จะอยู่รอดได้ {0} คลื่น
|
|
||||||
sectors.go = ไป
|
sectors.go = ไป
|
||||||
sector.abandon = ทอดทิ้ง
|
sector.abandon = ทอดทิ้ง
|
||||||
sector.abandon.confirm = แกนกลางของเซ็กเตอร์นี้จะทำลายตัวเอง\nดำเนินการต่อหรือไม่?
|
sector.abandon.confirm = แกนกลางของเซ็กเตอร์นี้จะทำลายตัวเอง\nดำเนินการต่อหรือไม่?
|
||||||
sector.curcapture = ยึดครองแล้ว
|
sector.curcapture = ยึดครองแล้ว
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = เราเสียเซ็กเตอร์!
|
sector.curlost = เราเสียเซ็กเตอร์!
|
||||||
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
||||||
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = ปราการแห่งวารี
|
|||||||
sector.polarAerodrome.name = ฐานบินขั้วโลก
|
sector.polarAerodrome.name = ฐานบินขั้วโลก
|
||||||
sector.atolls.name = อะทอลส์
|
sector.atolls.name = อะทอลส์
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = เป้าหมายสุดท้
|
|||||||
sector.coastline.description = ถัดมาจากที่ราบเกลือ เป็นที่ตั้งของแนวชายฝั่ง พบเศษซากของเทคโนโลยียูนิตเรือที่ล้ำหน้าอยู่ในพื้นที่แห่งนี้\nขับไล่ศัตรูออกไป ยึดพื้นที่นี้มา วิจัยเทคโนโลยีนั้น
|
sector.coastline.description = ถัดมาจากที่ราบเกลือ เป็นที่ตั้งของแนวชายฝั่ง พบเศษซากของเทคโนโลยียูนิตเรือที่ล้ำหน้าอยู่ในพื้นที่แห่งนี้\nขับไล่ศัตรูออกไป ยึดพื้นที่นี้มา วิจัยเทคโนโลยีนั้น
|
||||||
sector.navalFortress.description = ศัตรูได้ตั้งฐานทัพอยู่บนเกาะห่างไกลที่มีกำแพงธรรมชาติปกป้องฐานเอาไว้ ทำลายฐานทัพ ยึดและวิจัยเทคโนโลยีเรือรบที่ล้ำหน้านั้นมา
|
sector.navalFortress.description = ศัตรูได้ตั้งฐานทัพอยู่บนเกาะห่างไกลที่มีกำแพงธรรมชาติปกป้องฐานเอาไว้ ทำลายฐานทัพ ยึดและวิจัยเทคโนโลยีเรือรบที่ล้ำหน้านั้นมา
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = การเริ่มต้น
|
sector.onset.name = การเริ่มต้น
|
||||||
sector.aegis.name = อีจีส
|
sector.aegis.name = อีจีส
|
||||||
sector.lake.name = ทะเลสาบสีชาด
|
sector.lake.name = ทะเลสาบสีชาด
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = ยิงอากาศ
|
stat.targetsair = ยิงอากาศ
|
||||||
stat.targetsground = ยิงพื้นดิน
|
stat.targetsground = ยิงพื้นดิน
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
||||||
stat.launchtime = เวลาระหว่างการส่ง
|
stat.launchtime = เวลาระหว่างการส่ง
|
||||||
stat.shootrange = ระยะยิง
|
stat.shootrange = ระยะยิง
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = ความจุไอเท็ม
|
|||||||
stat.memorycapacity = ความจุหน่วยความจำ
|
stat.memorycapacity = ความจุหน่วยความจำ
|
||||||
stat.basepowergeneration = ผลิตพลังงานพื้นฐาน
|
stat.basepowergeneration = ผลิตพลังงานพื้นฐาน
|
||||||
stat.productiontime = เวลาในการผลิต
|
stat.productiontime = เวลาในการผลิต
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = เวลาในการซ่อมบล็อกให้เสร็จ
|
stat.repairtime = เวลาในการซ่อมบล็อกให้เสร็จ
|
||||||
stat.repairspeed = ความเร็วการซ่อม
|
stat.repairspeed = ความเร็วการซ่อม
|
||||||
stat.weapons = อาวุธ
|
stat.weapons = อาวุธ
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = อัตราการยิง
|
|||||||
stat.ammo = กระสุน
|
stat.ammo = กระสุน
|
||||||
stat.shieldhealth = พลังชีวิตโล่
|
stat.shieldhealth = พลังชีวิตโล่
|
||||||
stat.cooldowntime = เวลาคูลดาวน์
|
stat.cooldowntime = เวลาคูลดาวน์
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = แรงระเบิด
|
stat.explosiveness = แรงระเบิด
|
||||||
stat.basedeflectchance = โอกาสกระสุนสะท้อนกลับ
|
stat.basedeflectchance = โอกาสกระสุนสะท้อนกลับ
|
||||||
stat.lightningchance = โอกาสเกิดสายฟ้า
|
stat.lightningchance = โอกาสเกิดสายฟ้า
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = แร่ที่ขุดได้
|
|||||||
stat.payloadcapacity = ความจุสิ่งบรรทุก
|
stat.payloadcapacity = ความจุสิ่งบรรทุก
|
||||||
stat.abilities = ทักษะ
|
stat.abilities = ทักษะ
|
||||||
stat.canboost = บูสต์ได้
|
stat.canboost = บูสต์ได้
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = บินได้
|
stat.flying = บินได้
|
||||||
stat.ammouse = การใช้กระสุน
|
stat.ammouse = การใช้กระสุน
|
||||||
stat.ammocapacity = ความจุกระสุน
|
stat.ammocapacity = ความจุกระสุน
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = คูลดาวน์การส่งทรัพย
|
|||||||
bar.input = ด้านเข้า
|
bar.input = ด้านเข้า
|
||||||
bar.output = ด้านออก
|
bar.output = ด้านออก
|
||||||
bar.strength = [lightgray]ความรุนแรง [stat]{0}[lightgray]x
|
bar.strength = [lightgray]ความรุนแรง [stat]{0}[lightgray]x
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] ดาเมจ
|
bullet.damage = [stat]{0}[lightgray] ดาเมจ
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[stat] {1}[lightgray] ช่อง
|
bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[stat] {1}[lightgray] ช่อง
|
||||||
bullet.incendiary = [stat]ติดไฟ
|
bullet.incendiary = [stat]ติดไฟ
|
||||||
bullet.homing = [stat]ติดตามตัว
|
bullet.homing = [stat]ติดตามตัว
|
||||||
bullet.armorpierce = [stat]เจาะเกราะ
|
bullet.armorpierce = [stat]เจาะเกราะ
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] ความเสียหายสูงสุด
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] ความเสียหายสูงสุด
|
||||||
bullet.suppression = [stat]{0} วิ[lightgray] ระงับการฟื้นฟู ~ [stat]{1}[lightgray] ช่อง
|
bullet.suppression = [stat]{0} วิ[lightgray] ระงับการฟื้นฟู ~ [stat]{1}[lightgray] ช่อง
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/วิ[lightgray] กระสุนช่วงระยะ:
|
bullet.interval = [stat]{0}/วิ[lightgray] กระสุนช่วงระยะ:
|
||||||
bullet.frags = [stat]{0}[lightgray]x กระสุนกระจาย:
|
bullet.frags = [stat]{0}[lightgray]x กระสุนกระจาย:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x สายฟ้า ~ [stat]{1}[lightgray] ดาเมจ
|
bullet.lightning = [stat]{0}[lightgray]x สายฟ้า ~ [stat]{1}[lightgray] ดาเมจ
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [lightgray]ดาเมจต่อสิ่งก่อสร้าง [stat]{0}%[lightgray]
|
bullet.buildingdamage = [lightgray]ดาเมจต่อสิ่งก่อสร้าง [stat]{0}%[lightgray]
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] ดันกลับ
|
bullet.knockback = [stat]{0}[lightgray] ดันกลับ
|
||||||
bullet.pierce = [lightgray]เจาะทะลุ [stat]{0}[lightgray]x
|
bullet.pierce = [lightgray]เจาะทะลุ [stat]{0}[lightgray]x
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = หน่วย/วินาที
|
|||||||
unit.itemssecond = ไอเท็ม/วินาที
|
unit.itemssecond = ไอเท็ม/วินาที
|
||||||
unit.liquidunits = หน่วยของเหลว
|
unit.liquidunits = หน่วยของเหลว
|
||||||
unit.powerunits = หน่วยพลังงาน
|
unit.powerunits = หน่วยพลังงาน
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = หน่วยความร้อน
|
unit.heatunits = หน่วยความร้อน
|
||||||
unit.degrees = องศา
|
unit.degrees = องศา
|
||||||
unit.seconds = วินาที
|
unit.seconds = วินาที
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = นัด
|
unit.shots = นัด
|
||||||
unit.pershot = /การยิง
|
unit.pershot = /การยิง
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = วัตถุประสงค์
|
category.purpose = วัตถุประสงค์
|
||||||
category.general = ทั่วไป
|
category.general = ทั่วไป
|
||||||
category.power = พลังงาน
|
category.power = พลังงาน
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = ซ่อนบล็อกต้องห้าม
|
|||||||
rules.infiniteresources = ทรัพยากรไม่จำกัด
|
rules.infiniteresources = ทรัพยากรไม่จำกัด
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
rules.onlydepositcore = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = อนุญาตการซ่อมแซมบล็อกทิ้งร้าง
|
rules.derelictrepair = อนุญาตการซ่อมแซมบล็อกทิ้งร้าง
|
||||||
rules.reactorexplosions = เปิดการระเบิดของเตาปฏิกร
|
rules.reactorexplosions = เปิดการระเบิดของเตาปฏิกร
|
||||||
rules.coreincinerates = แกนกลางเผาทรัพยากรส่วนเกิน
|
rules.coreincinerates = แกนกลางเผาทรัพยากรส่วนเกิน
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = ลบล้างสิ่งก่อสร้าง
|
|||||||
rules.corecapture = ยืดแกนกลางเมื่อทำลาย
|
rules.corecapture = ยืดแกนกลางเมื่อทำลาย
|
||||||
rules.polygoncoreprotection = รัศมีปกป้องแกนกลางแบบหลายเหลี่ยม
|
rules.polygoncoreprotection = รัศมีปกป้องแกนกลางแบบหลายเหลี่ยม
|
||||||
rules.placerangecheck = ตรวจสอบระยะห่างการวาง
|
rules.placerangecheck = ตรวจสอบระยะห่างการวาง
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = ทีมศัตรูมีทรัพยากรไม่จำกัด
|
rules.enemyCheat = ทีมศัตรูมีทรัพยากรไม่จำกัด
|
||||||
rules.blockhealthmultiplier = พหุคูณพลังชีวิตของบล็อก
|
rules.blockhealthmultiplier = พหุคูณพลังชีวิตของบล็อก
|
||||||
rules.blockdamagemultiplier = พหุคูณดาเมจของบล็อก
|
rules.blockdamagemultiplier = พหุคูณดาเมจของบล็อก
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = พหุคูณพลังชีวิตขอ
|
|||||||
rules.unitdamagemultiplier = พหุคูณพลังโจมตีของยูนิต
|
rules.unitdamagemultiplier = พหุคูณพลังโจมตีของยูนิต
|
||||||
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
||||||
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
||||||
rules.unitpayloadsexplode = สิ่งบรรทุกระเบิดไปพร้อมกับยูนิต
|
rules.unitpayloadsexplode = สิ่งบรรทุกระเบิดไปพร้อมกับยูนิต
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = ทำให้ยูนิตที่เกิดจ
|
|||||||
rules.placerangecheck.info = ป้องกันผู้เล่นไม่ให้วางอะไรใกล้ๆกับสิ่งก่อสร้างศัตรู เมื่อวางป้อมปืน ระยะนั้นจะขยายออกมากขึ้น เพื่อไม่ให้ป้อมปืนนั้นมีระยะยิงถึงศัตรู
|
rules.placerangecheck.info = ป้องกันผู้เล่นไม่ให้วางอะไรใกล้ๆกับสิ่งก่อสร้างศัตรู เมื่อวางป้อมปืน ระยะนั้นจะขยายออกมากขึ้น เพื่อไม่ให้ป้อมปืนนั้นมีระยะยิงถึงศัตรู
|
||||||
rules.onlydepositcore.info = ป้องกันยูนิตไม่ให้โอนถ่ายไอเท็มลงสิ่งก่อสร้างใดๆ ยกเว้นแกนกลาง
|
rules.onlydepositcore.info = ป้องกันยูนิตไม่ให้โอนถ่ายไอเท็มลงสิ่งก่อสร้างใดๆ ยกเว้นแกนกลาง
|
||||||
|
|
||||||
content.item.name = ไอเท็ม
|
database-category.item = Items
|
||||||
content.liquid.name = ของเหลว
|
database-category.liquid = Fluids
|
||||||
content.unit.name = ยูนิต
|
database-category.unit = Units
|
||||||
content.block.name = บล็อก
|
database-category.block = Blocks
|
||||||
content.status.name = เอฟเฟกต์สถานะ
|
database-category.status = Status Effects
|
||||||
content.sector.name = เซ็กเตอร์
|
database-category.sector = Sectors
|
||||||
content.team.name = ฝ่าย
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (กำแพง)
|
wallore = (กำแพง)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = ป้อมปืน[accent]คลื่นน้ำ[]หาก
|
|||||||
hint.generator = :combustion-generator: [accent]เครื่องกำเนิดไฟฟ้าเผาไหม้[]จะเผาถ่านและส่งพลังงานไปยังบล็อกที่อยู่ใกล้ๆ\n\nระยะของพลังงานสามารถขยายได้ด้วย :power-node: [accent]ตัวจ่ายพลังงาน[]
|
hint.generator = :combustion-generator: [accent]เครื่องกำเนิดไฟฟ้าเผาไหม้[]จะเผาถ่านและส่งพลังงานไปยังบล็อกที่อยู่ใกล้ๆ\n\nระยะของพลังงานสามารถขยายได้ด้วย :power-node: [accent]ตัวจ่ายพลังงาน[]
|
||||||
hint.guardian = หน่วย[accent]ผู้พิทักษ์[]มีเกราะป้องกันหนาแน่น กระสุนเปราะบางอย่าง[accent]ทองแดง[]และ[accent]ตะกั่ว[][scarlet]ไม่มีประสิทธิภาพ[]\n\nควรใช้ป้อมปืนที่ดีกว่านี้หรือใช้ :graphite: [accent]กราไฟท์[]ใส่ใน :duo: ดูโอ/ :salvo: ซัลโวเป็นกระสุนเพื่อทำลายผู้พิทักษ์
|
hint.guardian = หน่วย[accent]ผู้พิทักษ์[]มีเกราะป้องกันหนาแน่น กระสุนเปราะบางอย่าง[accent]ทองแดง[]และ[accent]ตะกั่ว[][scarlet]ไม่มีประสิทธิภาพ[]\n\nควรใช้ป้อมปืนที่ดีกว่านี้หรือใช้ :graphite: [accent]กราไฟท์[]ใส่ใน :duo: ดูโอ/ :salvo: ซัลโวเป็นกระสุนเพื่อทำลายผู้พิทักษ์
|
||||||
hint.coreUpgrade = สามารถอัปเกรดแกนกลางได้โดย[accent]วางแกนกลางที่ใหญ่กว่าทับมัน[]\n\nวาง :core-foundation: [accent]แกนกลาง: ฟาวน์เดชั่น[]ทับ :core-shard: [accent]แกนกลาง: ชาร์ด[] ต้องแน่ใจว่ารอบข้างมีที่ว่างก่อนจะวาง
|
hint.coreUpgrade = สามารถอัปเกรดแกนกลางได้โดย[accent]วางแกนกลางที่ใหญ่กว่าทับมัน[]\n\nวาง :core-foundation: [accent]แกนกลาง: ฟาวน์เดชั่น[]ทับ :core-shard: [accent]แกนกลาง: ชาร์ด[] ต้องแน่ใจว่ารอบข้างมีที่ว่างก่อนจะวาง
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = [accent]เซ็กเตอร์ลงจอด[]สีเทา อย่างเช่น[accent]ป่าหนาวเหน็บ[] สามารถลงจอดจากที่ไหนที่ได้ในแผนที่ พวกนั้นไม่จำเป็นต้องยืดครองเซ็กเตอร์รอบข้างเพื่อส่งแกนกลางไป\n\n[accent]เซ็กเตอร์ที่มีเลข[] อย่างเช่นอันนี้[accent]ไม่จำเป็น[]ต้องยืดครอง
|
hint.presetLaunch = [accent]เซ็กเตอร์ลงจอด[]สีเทา อย่างเช่น[accent]ป่าหนาวเหน็บ[] สามารถลงจอดจากที่ไหนที่ได้ในแผนที่ พวกนั้นไม่จำเป็นต้องยืดครองเซ็กเตอร์รอบข้างเพื่อส่งแกนกลางไป\n\n[accent]เซ็กเตอร์ที่มีเลข[] อย่างเช่นอันนี้[accent]ไม่จำเป็น[]ต้องยืดครอง
|
||||||
hint.presetDifficulty = เซ็กเตอร์นี้มี[scarlet]ระดับภัยคุกคามศัตรูสูง[]\n[accent]ไม่แนะนำ[]ให้ลงจอดไปยังเซ็กเซอร์พวกนั้นหากไม่มีการเตรียมพร้อมและเทคโนโลยี
|
hint.presetDifficulty = เซ็กเตอร์นี้มี[scarlet]ระดับภัยคุกคามศัตรูสูง[]\n[accent]ไม่แนะนำ[]ให้ลงจอดไปยังเซ็กเซอร์พวกนั้นหากไม่มีการเตรียมพร้อมและเทคโนโลยี
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = สิ่งก่อสร้างทุกอย่างในร
|
|||||||
gz.zone3 = คลื่นกำลังจะเริ่มขึ้นแล้ว\nเตรียมตัวให้พร้อม
|
gz.zone3 = คลื่นกำลังจะเริ่มขึ้นแล้ว\nเตรียมตัวให้พร้อม
|
||||||
gz.finish = สร้างป้อมปืนเพิ่ม ขุดทรัพยากรให้ได้มากกว่านี้\nแล้วป้องกันคลื่นทั้งหมดเพื่อ[accent]ยึดครองเซ็กเตอร์[]
|
gz.finish = สร้างป้อมปืนเพิ่ม ขุดทรัพยากรให้ได้มากกว่านี้\nแล้วป้องกันคลื่นทั้งหมดเพื่อ[accent]ยึดครองเซ็กเตอร์[]
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = กดคลิ๊กซ้ายเพื่อขุด :beryllium: [accent]เบริลเลี่ยม[] จากกำแพง\n\nกด [accent][[WASD][] เพื่อขยับ
|
onset.mine = กดคลิ๊กซ้ายเพื่อขุด :beryllium: [accent]เบริลเลี่ยม[] จากกำแพง\n\nกด [accent][[WASD][] เพื่อขยับ
|
||||||
onset.mine.mobile = กดที่หน้าจอเพื่อขุด :beryllium: [accent]เบริลเลี่ยม[] จากกำแพง
|
onset.mine.mobile = กดที่หน้าจอเพื่อขุด :beryllium: [accent]เบริลเลี่ยม[] จากกำแพง
|
||||||
onset.research = เปิดหน้า :tree: ต้นไม้แห่งเทคโนโลยี\nวิจัย แล้ววาง :turbine-condenser: [accent]เครื่องควบแน่นกังหัน[] บนปล่อง\nเครื่องนี้จะผลิต[accent]พลังงาน[]
|
onset.research = เปิดหน้า :tree: ต้นไม้แห่งเทคโนโลยี\nวิจัย แล้ววาง :turbine-condenser: [accent]เครื่องควบแน่นกังหัน[] บนปล่อง\nเครื่องนี้จะผลิต[accent]พลังงาน[]
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = ชื่อผู้เล่นของฝั่งไ
|
|||||||
lglobal.@clientTeam = ID ของทีมของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
|
lglobal.@clientTeam = ID ของทีมของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
|
||||||
lglobal.@clientMobile = เป็นจริงหากฝั่งไคลเอนต์ที่กำลังรันคำสั่งบนอุปกรณ์มือถือ นอกนั้นจะเป็นเท็จ
|
lglobal.@clientMobile = เป็นจริงหากฝั่งไคลเอนต์ที่กำลังรันคำสั่งบนอุปกรณ์มือถือ นอกนั้นจะเป็นเท็จ
|
||||||
|
|
||||||
logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่
|
|
||||||
|
|
||||||
lenum.type = ชนิดของสิ่งก่อสร้าง/ยูนิต\nอย่างเช่น เร้าเตอร์ทุกตัวจะส่งกลับว่า [accent]@router[]\nไม่ใช่ค่าสตริง
|
lenum.type = ชนิดของสิ่งก่อสร้าง/ยูนิต\nอย่างเช่น เร้าเตอร์ทุกตัวจะส่งกลับว่า [accent]@router[]\nไม่ใช่ค่าสตริง
|
||||||
lenum.shoot = ยิงไปที่ตำแหน่งเป้าหมาย
|
lenum.shoot = ยิงไปที่ตำแหน่งเป้าหมาย
|
||||||
lenum.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
|
lenum.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = ไม่ทราบ
|
lcategory.unknown = ไม่ทราบ
|
||||||
lcategory.unknown.description = คำสั่งที่ไม่อยู่ในหมวดหมู่ใดๆเลย
|
lcategory.unknown.description = คำสั่งที่ไม่อยู่ในหมวดหมู่ใดๆเลย
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Cekirdek Saldiri altinda! >
|
|||||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||||
database = Core Database
|
database = Core Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Oyunu kaydet
|
savegame = Oyunu kaydet
|
||||||
loadgame = Devam et
|
loadgame = Devam et
|
||||||
joingame = Oyuna katil
|
joingame = Oyuna katil
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Circular Dependencies
|
|||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Rules:
|
|||||||
editor.generation = Generation:
|
editor.generation = Generation:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = The final target.\n\nThis coastal base co
|
|||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Esya kapasitesi
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Base Power Generation
|
stat.basepowergeneration = Base Power Generation
|
||||||
stat.productiontime = Production Time
|
stat.productiontime = Production Time
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Yeniden doldurma
|
|||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] dmg
|
bullet.damage = [stat]{0}[lightgray] dmg
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
bullet.homing = [stat]homing
|
bullet.homing = [stat]homing
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]armor piercing
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = Saniyede bir
|
|||||||
unit.itemssecond = Saniyede bir
|
unit.itemssecond = Saniyede bir
|
||||||
unit.liquidunits = Litre
|
unit.liquidunits = Litre
|
||||||
unit.powerunits = Volt
|
unit.powerunits = Volt
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = derece
|
unit.degrees = derece
|
||||||
unit.seconds = saniye
|
unit.seconds = saniye
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Guc
|
category.power = Guc
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Hide Banned Blocks
|
|||||||
rules.infiniteresources = Infinite Resources
|
rules.infiniteresources = Infinite Resources
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
rules.reactorexplosions = Reactor Explosions
|
rules.reactorexplosions = Reactor Explosions
|
||||||
rules.coreincinerates = Core Incinerates Overflow
|
rules.coreincinerates = Core Incinerates Overflow
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.placerangecheck = Placement Range Check
|
rules.placerangecheck = Placement Range Check
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Infinite AI Resources
|
rules.enemyCheat = Infinite AI Resources
|
||||||
rules.blockhealthmultiplier = Block Health Multiplier
|
rules.blockhealthmultiplier = Block Health Multiplier
|
||||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Unit Health Multiplier
|
|||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Esyalar
|
database-category.item = Items
|
||||||
content.liquid.name = Sivilar
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Units
|
database-category.unit = Units
|
||||||
content.block.name = Blocks
|
database-category.block = Blocks
|
||||||
content.status.name = Status Effects
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sectors
|
database-category.sector = Sectors
|
||||||
content.team.name = Factions
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatical
|
|||||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Merkez saldırı altında! >
|
|||||||
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi
|
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi
|
||||||
database = Merkez Veritabanı
|
database = Merkez Veritabanı
|
||||||
database.button = Veritabanı
|
database.button = Veritabanı
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Oyunu Kaydet
|
savegame = Oyunu Kaydet
|
||||||
loadgame = Oyunu Yükle
|
loadgame = Oyunu Yükle
|
||||||
joingame = Oyuna Katıl
|
joingame = Oyuna Katıl
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Döngüsel Bağımlılıklar
|
|||||||
mod.incompletedependencies = [red]Eksik Bağımlılıklar
|
mod.incompletedependencies = [red]Eksik Bağımlılıklar
|
||||||
|
|
||||||
mod.requiresversion.details = [accent]{0}[] oyun sürümü gerekiyor.\nSürümün eski. Bu mod, çalışmak için oyunun daha yeni bir sürümünü gerektiriyor (büyük ihtimal alpha/beta).
|
mod.requiresversion.details = [accent]{0}[] oyun sürümü gerekiyor.\nSürümün eski. Bu mod, çalışmak için oyunun daha yeni bir sürümünü gerektiriyor (büyük ihtimal alpha/beta).
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Bu mod, oyunun bu sürümüyle hata verdiğinden veya başka sorunlar ötürü kara listeye alınmıştır. [#ff]KULLANMAYINIZ!
|
mod.blacklisted.details = Bu mod, oyunun bu sürümüyle hata verdiğinden veya başka sorunlar ötürü kara listeye alınmıştır. [#ff]KULLANMAYINIZ!
|
||||||
mod.missingdependencies.details = Bu Mod, şu ek modları gerektiriyor: {0}
|
mod.missingdependencies.details = Bu Mod, şu ek modları gerektiriyor: {0}
|
||||||
mod.erroredcontent.details = Bu mod yüklenirken hata veriyor, yapımcıdan hataları düzeltmesini isteyin.
|
mod.erroredcontent.details = Bu mod yüklenirken hata veriyor, yapımcıdan hataları düzeltmesini isteyin.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Kurallar:
|
|||||||
editor.generation = Oluşum:
|
editor.generation = Oluşum:
|
||||||
editor.objectives = Görevler:
|
editor.objectives = Görevler:
|
||||||
editor.locales = Dil Paketleri
|
editor.locales = Dil Paketleri
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Evrensel İşlemciler
|
editor.worldprocessors = Evrensel İşlemciler
|
||||||
editor.worldprocessors.editname = Adı Düzenle
|
editor.worldprocessors.editname = Adı Düzenle
|
||||||
editor.worldprocessors.none = [lightgray]Evrensel İşlemci bloğu bulunamadı!\nHarita düzenleyicisinden ekleyin veya aşağıdaki \ue813 Ekle butonunu kullanın.
|
editor.worldprocessors.none = [lightgray]Evrensel İşlemci bloğu bulunamadı!\nHarita düzenleyicisinden ekleyin veya aşağıdaki \ue813 Ekle butonunu kullanın.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Tebrikler!.\n\n{0} üzerinde bulunan düşman bozgun
|
|||||||
sectorlist = Sektörler
|
sectorlist = Sektörler
|
||||||
sectorlist.attacked = {0} saldırı altında
|
sectorlist.attacked = {0} saldırı altında
|
||||||
sectors.unexplored = [lightgray]Keşfedilmemiş
|
sectors.unexplored = [lightgray]Keşfedilmemiş
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Kaynaklar:
|
sectors.resources = Kaynaklar:
|
||||||
sectors.production = Üretim:
|
sectors.production = Üretim:
|
||||||
sectors.export = İhracat:
|
sectors.export = İhracat:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Dalga:
|
|||||||
sectors.stored = Depolanan:
|
sectors.stored = Depolanan:
|
||||||
sectors.resume = Devam Et
|
sectors.resume = Devam Et
|
||||||
sectors.launch = Fırlat
|
sectors.launch = Fırlat
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Seç
|
sectors.select = Seç
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Sektörü Yeniden Adlandır
|
|||||||
sectors.enemybase = [scarlet]Düşman Üs
|
sectors.enemybase = [scarlet]Düşman Üs
|
||||||
sectors.vulnerable = [scarlet]Dayanıksız
|
sectors.vulnerable = [scarlet]Dayanıksız
|
||||||
sectors.underattack = [scarlet]Saldırı Altında! [accent]{0}% hasarlı
|
sectors.underattack = [scarlet]Saldırı Altında! [accent]{0}% hasarlı
|
||||||
sectors.underattack.nodamage = [scarlet]Elegeçirilmemeiş
|
|
||||||
sectors.survives = [accent]{0} Dalgaya dayanabilir!
|
|
||||||
sectors.go = Git
|
sectors.go = Git
|
||||||
sector.abandon = Terk Et
|
sector.abandon = Terk Et
|
||||||
sector.abandon.confirm = Bu sektörün merkezi kendini imha edecek.\nDevam Et?
|
sector.abandon.confirm = Bu sektörün merkezi kendini imha edecek.\nDevam Et?
|
||||||
sector.curcapture = Sektör Elegeçirildi
|
sector.curcapture = Sektör Elegeçirildi
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektör Kaybedildi
|
sector.curlost = Sektör Kaybedildi
|
||||||
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
||||||
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Deniz Kalesi
|
|||||||
sector.polarAerodrome.name = Polar Havaalanı
|
sector.polarAerodrome.name = Polar Havaalanı
|
||||||
sector.atolls.name = Atoller
|
sector.atolls.name = Atoller
|
||||||
sector.testingGrounds.name = Test Arazisi
|
sector.testingGrounds.name = Test Arazisi
|
||||||
sector.seaPort.name = Deniz Limanı
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Erezyonlu Kanallar
|
sector.weatheredChannels.name = Erezyonlu Kanallar
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
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.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Son aşama.\n\nBu üs, başka gezegenlere
|
|||||||
sector.coastline.description = Bu bölgede denizel birim teknoloji kalıntıları tespit edildi. Düşman saldırılarını püskürt, sektörü ele geçir ve teknolojiyi kurtar.
|
sector.coastline.description = Bu bölgede denizel birim teknoloji kalıntıları tespit edildi. Düşman saldırılarını püskürt, sektörü ele geçir ve teknolojiyi kurtar.
|
||||||
sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan bir üs kurmuş. Bu üssü yok et. Onların gelişmiş savaş gemisi teknolojilerini elde et ve araştır.
|
sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan bir üs kurmuş. Bu üssü yok et. Onların gelişmiş savaş gemisi teknolojilerini elde et ve araştır.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Yeni Başlangıç
|
sector.onset.name = Yeni Başlangıç
|
||||||
sector.aegis.name = Siper
|
sector.aegis.name = Siper
|
||||||
sector.lake.name = Göletçik
|
sector.lake.name = Göletçik
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Eşya Kapasitesi
|
|||||||
stat.memorycapacity = Bellek Kapasitesi
|
stat.memorycapacity = Bellek Kapasitesi
|
||||||
stat.basepowergeneration = Temel Enerji Üretimi
|
stat.basepowergeneration = Temel Enerji Üretimi
|
||||||
stat.productiontime = Üretim Süresi
|
stat.productiontime = Üretim Süresi
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Tamir Edilme Süresi
|
stat.repairtime = Tamir Edilme Süresi
|
||||||
stat.repairspeed = Tamir Hızı
|
stat.repairspeed = Tamir Hızı
|
||||||
stat.weapons = Silahlar
|
stat.weapons = Silahlar
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Atışlar/Sn
|
|||||||
stat.ammo = Mermi
|
stat.ammo = Mermi
|
||||||
stat.shieldhealth = Kalkan Canı
|
stat.shieldhealth = Kalkan Canı
|
||||||
stat.cooldowntime = Soğuma Süresi
|
stat.cooldowntime = Soğuma Süresi
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Patlayıcılık
|
stat.explosiveness = Patlayıcılık
|
||||||
stat.basedeflectchance = Mermi Sekme İhtimali
|
stat.basedeflectchance = Mermi Sekme İhtimali
|
||||||
stat.lightningchance = Yıldırım Çarpma İhtimali
|
stat.lightningchance = Yıldırım Çarpma İhtimali
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Kazı Seviyesi
|
|||||||
stat.payloadcapacity = Yük Kapasitesi
|
stat.payloadcapacity = Yük Kapasitesi
|
||||||
stat.abilities = Kabiliyetler
|
stat.abilities = Kabiliyetler
|
||||||
stat.canboost = Gazlayabilir
|
stat.canboost = Gazlayabilir
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Uçuyor
|
stat.flying = Uçuyor
|
||||||
stat.ammouse = Mermi Kullanıyor
|
stat.ammouse = Mermi Kullanıyor
|
||||||
stat.ammocapacity = Mermi Kapasitesi
|
stat.ammocapacity = Mermi Kapasitesi
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Fırlatış Bekleme Süresi
|
|||||||
bar.input = Girdi
|
bar.input = Girdi
|
||||||
bar.output = Çıktı
|
bar.output = Çıktı
|
||||||
bar.strength = [stat]{0}[lightgray]x Güç
|
bar.strength = [stat]{0}[lightgray]x Güç
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0} [lightgray]hasar
|
bullet.damage = [stat]{0} [lightgray]hasar
|
||||||
bullet.splashdamage = [stat]{0} [lightgray]alan hasarı ~[stat] {1} [lightgray]kare
|
bullet.splashdamage = [stat]{0} [lightgray]alan hasarı ~[stat] {1} [lightgray]kare
|
||||||
bullet.incendiary = [stat]yakıcı
|
bullet.incendiary = [stat]yakıcı
|
||||||
bullet.homing = [stat]güdümlü
|
bullet.homing = [stat]güdümlü
|
||||||
bullet.armorpierce = [stat]zırh delici
|
bullet.armorpierce = [stat]zırh delici
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] hasar limiti
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] hasar limiti
|
||||||
bullet.suppression = [stat]{0} sn[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar
|
bullet.suppression = [stat]{0} sn[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sn[lightgray] ara mermiler:
|
bullet.interval = [stat]{0}/sn[lightgray] ara mermiler:
|
||||||
bullet.frags = [stat]{0}[lightgray]x parçalı mermiler:
|
bullet.frags = [stat]{0}[lightgray]x parçalı mermiler:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı
|
bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı
|
bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0} [lightgray]savurma
|
bullet.knockback = [stat]{0} [lightgray]savurma
|
||||||
bullet.pierce = [stat]{0}[lightgray]x delme
|
bullet.pierce = [stat]{0}[lightgray]x delme
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = sıvı birimi/saniye
|
|||||||
unit.itemssecond = eşya/saniye
|
unit.itemssecond = eşya/saniye
|
||||||
unit.liquidunits = sıvı birimi
|
unit.liquidunits = sıvı birimi
|
||||||
unit.powerunits = enerji birimi
|
unit.powerunits = enerji birimi
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = ısı birimi
|
unit.heatunits = ısı birimi
|
||||||
unit.degrees = derece
|
unit.degrees = derece
|
||||||
unit.seconds = saniye
|
unit.seconds = saniye
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = m
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = atış
|
unit.shots = atış
|
||||||
unit.pershot = /vuruş
|
unit.pershot = /vuruş
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Açıklama
|
category.purpose = Açıklama
|
||||||
category.general = Genel
|
category.general = Genel
|
||||||
category.power = Enerji
|
category.power = Enerji
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Yasaklı Blokları Sakla
|
|||||||
rules.infiniteresources = Sınırsız Kaynaklar
|
rules.infiniteresources = Sınırsız Kaynaklar
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Sadece Merkeze Aktarmaya İzin Ver
|
rules.onlydepositcore = Sadece Merkeze Aktarmaya İzin Ver
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Kalıntıları Tamir Etmeye İzin Ver
|
rules.derelictrepair = Kalıntıları Tamir Etmeye İzin Ver
|
||||||
rules.reactorexplosions = Reaktör Patlamaları
|
rules.reactorexplosions = Reaktör Patlamaları
|
||||||
rules.coreincinerates = Merkez Taşanları Eritir
|
rules.coreincinerates = Merkez Taşanları Eritir
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Kaybeden Takımın Bloklarını Temizle (PvP)
|
|||||||
rules.corecapture = Yıkımda Çekirdeği Elegeçir
|
rules.corecapture = Yıkımda Çekirdeği Elegeçir
|
||||||
rules.polygoncoreprotection = Çokgenli Merkez Koruması
|
rules.polygoncoreprotection = Çokgenli Merkez Koruması
|
||||||
rules.placerangecheck = İnşa Menzilini Doğrula
|
rules.placerangecheck = İnşa Menzilini Doğrula
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Sınırsız YZ (Düşman Takım) Kaynakları
|
rules.enemyCheat = Sınırsız YZ (Düşman Takım) Kaynakları
|
||||||
rules.blockhealthmultiplier = Blok Can Çarpanı
|
rules.blockhealthmultiplier = Blok Can Çarpanı
|
||||||
rules.blockdamagemultiplier = Blok Hasar Çarpanı
|
rules.blockdamagemultiplier = Blok Hasar Çarpanı
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Birim Can Çarpanı
|
|||||||
rules.unitdamagemultiplier = Birim Hasar Çapanı
|
rules.unitdamagemultiplier = Birim Hasar Çapanı
|
||||||
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
||||||
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Düşman Birimler Rastgele Saldırır ve direkt çekir
|
|||||||
rules.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
|
rules.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
|
||||||
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
|
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
|
||||||
|
|
||||||
content.item.name = Malzemeler
|
database-category.item = Items
|
||||||
content.liquid.name = Sıvılar
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Birimler
|
database-category.unit = Units
|
||||||
content.block.name = Bloklar
|
database-category.block = Blocks
|
||||||
content.status.name = Durum Etkileri
|
database-category.status = Status Effects
|
||||||
content.sector.name = Sektörler
|
database-category.sector = Sectors
|
||||||
content.team.name = Takımlar
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Duvar)
|
wallore = (Duvar)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]Wave[] tareti su ile dolu olduğu zaman etrafta çıkan
|
|||||||
hint.generator = \uf879 [accent]Termik Jeneratör[] kömür yakarak enerji üretir.\n\nEnerjiyi bir yerden başka bir yere götürmek için \uf87f [accent]Enerji Noktalarını[] kullanırız.
|
hint.generator = \uf879 [accent]Termik Jeneratör[] kömür yakarak enerji üretir.\n\nEnerjiyi bir yerden başka bir yere götürmek için \uf87f [accent]Enerji Noktalarını[] kullanırız.
|
||||||
hint.guardian = [accent]Gardiyan[] birimleri güçlü bir zırha sahiptir. [accent]bakır[] ve [accent]kurşun[] gibi mermilere karşı [scarlet]Dayanıklıdır[].\n\nGardiyanları öldürmek için [accent]salvo[] gibi daha güçlü taretleri ve \uf835 [accent]grafit[] gibi daha çok hasar veren mermileri kullanın.
|
hint.guardian = [accent]Gardiyan[] birimleri güçlü bir zırha sahiptir. [accent]bakır[] ve [accent]kurşun[] gibi mermilere karşı [scarlet]Dayanıklıdır[].\n\nGardiyanları öldürmek için [accent]salvo[] gibi daha güçlü taretleri ve \uf835 [accent]grafit[] gibi daha çok hasar veren mermileri kullanın.
|
||||||
hint.coreUpgrade = Merkezinizi, [accent]merkezinizin üstüne daha gelişmiş bir merkez[] koyarak geliştirebilirsiniz. \n\n[accent]Parçacık[] olarak adlandırılan fakirhanenizin üstüne [accent]Temel[] olarak adlandırılan merkezinizi koyun. Merkezinizin etrafında hiçbir yapı olmamalıdır.
|
hint.coreUpgrade = Merkezinizi, [accent]merkezinizin üstüne daha gelişmiş bir merkez[] koyarak geliştirebilirsiniz. \n\n[accent]Parçacık[] olarak adlandırılan fakirhanenizin üstüne [accent]Temel[] olarak adlandırılan merkezinizi koyun. Merkezinizin etrafında hiçbir yapı olmamalıdır.
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = [accent]Donmuş Ormanlar[] gibi [accent]ana sektörlere iniş[] herhangi bir yerden yapılabilir. Yakındaki bir sektörden fırlatma gerektirmez.\n\nBunun gibi [accent]sayı ile isimlendirilmiş[] sektörleri ele geçirmek [accent]isteğe bağlıdır.[].
|
hint.presetLaunch = [accent]Donmuş Ormanlar[] gibi [accent]ana sektörlere iniş[] herhangi bir yerden yapılabilir. Yakındaki bir sektörden fırlatma gerektirmez.\n\nBunun gibi [accent]sayı ile isimlendirilmiş[] sektörleri ele geçirmek [accent]isteğe bağlıdır.[].
|
||||||
hint.presetDifficulty = Bu sektör, [scarlet]yüksek tehlike[] barındırıyor.\nBöyle bir sektöre hazırlıksız fırlatış yapmak [accent]tavsiye edilmez[].
|
hint.presetDifficulty = Bu sektör, [scarlet]yüksek tehlike[] barındırıyor.\nBöyle bir sektöre hazırlıksız fırlatış yapmak [accent]tavsiye edilmez[].
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Buraya inşa edilien her şey otomatik yok edilir!
|
|||||||
gz.zone3 = Dalga başlamak üzere.\nHazır ol. Dikkat! ... Korkma sönmez bu şafak-
|
gz.zone3 = Dalga başlamak üzere.\nHazır ol. Dikkat! ... Korkma sönmez bu şafak-
|
||||||
gz.finish = Daha fazla taret inşa et, daha fazla maden kaz\nve tüm dalgaları yenerek [accent]sektörü feth et[]. Bol şans, RTOmega.
|
gz.finish = Daha fazla taret inşa et, daha fazla maden kaz\nve tüm dalgaları yenerek [accent]sektörü feth et[]. Bol şans, RTOmega.
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.\n\n[accent][[WASD] ile hareket et.
|
onset.mine = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.\n\n[accent][[WASD] ile hareket et.
|
||||||
onset.mine.mobile = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.
|
onset.mine.mobile = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.
|
||||||
onset.research = \ue875 Teknoloji Ağacını aç.\n\uf73e [accent]Türbin Sıkıştırıcı[]'sını aç ve bir bacanın üstüne yerleştir.\nBu [accent]enerji[] üretecktir.
|
onset.research = \ue875 Teknoloji Ağacını aç.\n\uf73e [accent]Türbin Sıkıştırıcı[]'sını aç ve bir bacanın üstüne yerleştir.\nBu [accent]enerji[] üretecktir.
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Oyunu çalıştıran oyuncunun ismi
|
|||||||
lglobal.@clientTeam = Oyunu çalıştıran oyuncunun takım kimliği
|
lglobal.@clientTeam = Oyunu çalıştıran oyuncunun takım kimliği
|
||||||
lglobal.@clientMobile = Oyuncu mobildeyse Doğru, değil ise Yanlış geri dönüt
|
lglobal.@clientMobile = Oyuncu mobildeyse Doğru, değil ise Yanlış geri dönüt
|
||||||
|
|
||||||
logic.nounitbuild = [red]Birim İnşası Yasak!
|
|
||||||
|
|
||||||
lenum.type = Bir bina/birim türü.\nörnek: [accent]@router[].
|
lenum.type = Bir bina/birim türü.\nörnek: [accent]@router[].
|
||||||
lenum.shoot = Bir konuma ateş et.
|
lenum.shoot = Bir konuma ateş et.
|
||||||
lenum.shootp = Belli bir birim veya binaya ateş et.
|
lenum.shootp = Belli bir birim veya binaya ateş et.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = ???
|
lcategory.unknown = ???
|
||||||
lcategory.unknown.description = Kategorize edilmemiş talimatlar
|
lcategory.unknown.description = Kategorize edilmemiş talimatlar
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Ядро перебуває під атакою! >
|
|||||||
nearpoint = [[ [scarlet]ЗАЛИШТЕ ЗОНУ ВИСАДКИ НЕГАЙНО[] ]\nанігіляція неминуча
|
nearpoint = [[ [scarlet]ЗАЛИШТЕ ЗОНУ ВИСАДКИ НЕГАЙНО[] ]\nанігіляція неминуча
|
||||||
database = База даних ядра
|
database = База даних ядра
|
||||||
database.button = База даних
|
database.button = База даних
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Зберегти гру
|
savegame = Зберегти гру
|
||||||
loadgame = Завантажити гру
|
loadgame = Завантажити гру
|
||||||
joingame = Багатоосібна гра
|
joingame = Багатоосібна гра
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Кругові залежності
|
|||||||
mod.incompletedependencies = [red]Неповні залежності
|
mod.incompletedependencies = [red]Неповні залежності
|
||||||
|
|
||||||
mod.requiresversion.details = Необхідна версія гри: [accent]{0}[]\nВаша гра застаріла. Мод потребує новішу версію гри (можливо бета- чи альфа-версію) для роботи.
|
mod.requiresversion.details = Необхідна версія гри: [accent]{0}[]\nВаша гра застаріла. Мод потребує новішу версію гри (можливо бета- чи альфа-версію) для роботи.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Цю модифікацію було вручну внесено у чорний список за постійні збої або інші проблеми з цією версією гри. Не використовуйте її.
|
mod.blacklisted.details = Цю модифікацію було вручну внесено у чорний список за постійні збої або інші проблеми з цією версією гри. Не використовуйте її.
|
||||||
mod.missingdependencies.details = У цій модифікації відсутні наступні залежності: {0}
|
mod.missingdependencies.details = У цій модифікації відсутні наступні залежності: {0}
|
||||||
mod.erroredcontent.details = Ця модифікація спричинила помилки під час завантаження. Попросіть автора виправити їх.
|
mod.erroredcontent.details = Ця модифікація спричинила помилки під час завантаження. Попросіть автора виправити їх.
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Правила
|
|||||||
editor.generation = Генерація
|
editor.generation = Генерація
|
||||||
editor.objectives = Завдання
|
editor.objectives = Завдання
|
||||||
editor.locales = Мовні пакети
|
editor.locales = Мовні пакети
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Світові процесори
|
editor.worldprocessors = Світові процесори
|
||||||
editor.worldprocessors.editname = Редагувати назву
|
editor.worldprocessors.editname = Редагувати назву
|
||||||
editor.worldprocessors.none = [lightgray]Блоки світового процесора не знайдено!\nДодайте його у редакторі мапи або скористайтеся кнопкою \ue813 «Додати» нижче.
|
editor.worldprocessors.none = [lightgray]Блоки світового процесора не знайдено!\nДодайте його у редакторі мапи або скористайтеся кнопкою \ue813 «Додати» нижче.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Вітаємо.\n\nВорога на {0} розгр
|
|||||||
sectorlist = Сектори
|
sectorlist = Сектори
|
||||||
sectorlist.attacked = {0} під атакою
|
sectorlist.attacked = {0} під атакою
|
||||||
sectors.unexplored = [lightgray]Не досліджено
|
sectors.unexplored = [lightgray]Не досліджено
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ресурси:
|
sectors.resources = Ресурси:
|
||||||
sectors.production = Виробництво:
|
sectors.production = Виробництво:
|
||||||
sectors.export = Експортування:
|
sectors.export = Експортування:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Хвиля:
|
|||||||
sectors.stored = Зберігає:
|
sectors.stored = Зберігає:
|
||||||
sectors.resume = Продовжити
|
sectors.resume = Продовжити
|
||||||
sectors.launch = Запустити
|
sectors.launch = Запустити
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Вибрати
|
sectors.select = Вибрати
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = Перейменування сектору
|
|||||||
sectors.enemybase = [scarlet]Ворожа база
|
sectors.enemybase = [scarlet]Ворожа база
|
||||||
sectors.vulnerable = [scarlet]Уразливий
|
sectors.vulnerable = [scarlet]Уразливий
|
||||||
sectors.underattack = [scarlet]Атаковано! [accent]{0}% пошкоджено
|
sectors.underattack = [scarlet]Атаковано! [accent]{0}% пошкоджено
|
||||||
sectors.underattack.nodamage = [scarlet]Не захоплено
|
|
||||||
sectors.survives = [accent]Протримайтеся {0} хвиль
|
|
||||||
sectors.go = Перейти
|
sectors.go = Перейти
|
||||||
sector.abandon = Покинути
|
sector.abandon = Покинути
|
||||||
sector.abandon.confirm = Усі ядра в цьому секторі самознищаться.\nПродовжити?
|
sector.abandon.confirm = Усі ядра в цьому секторі самознищаться.\nПродовжити?
|
||||||
sector.curcapture = Сектор захоплено
|
sector.curcapture = Сектор захоплено
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Сектор втрачено
|
sector.curlost = Сектор втрачено
|
||||||
sector.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
sector.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
||||||
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = Морська фортеця
|
|||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = Кінцева мета.\n\nЦя приб
|
|||||||
sector.coastline.description = На цьому місці виявлено залишки військово-морських одиниць. Відбийте атаки супротивника, захопіть цей сектор та заволодійте технологією.
|
sector.coastline.description = На цьому місці виявлено залишки військово-морських одиниць. Відбийте атаки супротивника, захопіть цей сектор та заволодійте технологією.
|
||||||
sector.navalFortress.description = Ворог створив базу на віддаленому, природно-укріпленому острові. Знищте цей форпост. Заволодійте їхніми передовими технологіями морських кораблів і дослідіть їх.
|
sector.navalFortress.description = Ворог створив базу на віддаленому, природно-укріпленому острові. Знищте цей форпост. Заволодійте їхніми передовими технологіями морських кораблів і дослідіть їх.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = Перший наступ
|
sector.onset.name = Перший наступ
|
||||||
sector.aegis.name = Егіда
|
sector.aegis.name = Егіда
|
||||||
sector.lake.name = Озеро
|
sector.lake.name = Озеро
|
||||||
@@ -1018,6 +1015,7 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Повітряні противники
|
stat.targetsair = Повітряні противники
|
||||||
stat.targetsground = Наземні противники
|
stat.targetsground = Наземні противники
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Місткість предметів
|
|||||||
stat.memorycapacity = Місткість пам’яті
|
stat.memorycapacity = Місткість пам’яті
|
||||||
stat.basepowergeneration = Базова генерація енергії
|
stat.basepowergeneration = Базова генерація енергії
|
||||||
stat.productiontime = Час виробництва
|
stat.productiontime = Час виробництва
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Час повного відновлення блоку
|
stat.repairtime = Час повного відновлення блоку
|
||||||
stat.repairspeed = Швидкість відновлення
|
stat.repairspeed = Швидкість відновлення
|
||||||
stat.weapons = Зброя
|
stat.weapons = Зброя
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Скорострільність
|
|||||||
stat.ammo = Боєприпаси
|
stat.ammo = Боєприпаси
|
||||||
stat.shieldhealth = Міцність щита
|
stat.shieldhealth = Міцність щита
|
||||||
stat.cooldowntime = Тривалість охолодження
|
stat.cooldowntime = Тривалість охолодження
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = Вибухонебезпечність
|
stat.explosiveness = Вибухонебезпечність
|
||||||
stat.basedeflectchance = Базовий шанс відбиття
|
stat.basedeflectchance = Базовий шанс відбиття
|
||||||
stat.lightningchance = Шанс удару блискавки
|
stat.lightningchance = Шанс удару блискавки
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Рівень видобутку
|
|||||||
stat.payloadcapacity = Вантажність
|
stat.payloadcapacity = Вантажність
|
||||||
stat.abilities = Здібності
|
stat.abilities = Здібності
|
||||||
stat.canboost = Можна прискорити
|
stat.canboost = Можна прискорити
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Літає
|
stat.flying = Літає
|
||||||
stat.ammouse = Патронів використовує
|
stat.ammouse = Патронів використовує
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Перезарядка запуску
|
|||||||
bar.input = Ввід
|
bar.input = Ввід
|
||||||
bar.output = Вивід
|
bar.output = Вивід
|
||||||
bar.strength = x[stat]{0}[lightgray] сила
|
bar.strength = x[stat]{0}[lightgray] сила
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Керується процесором
|
units.processorcontrol = [lightgray]Керується процесором
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] шкода
|
bullet.damage = [stat]{0}[lightgray] шкода
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat] {1}[lightgray] плиток
|
bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat] {1}[lightgray] плиток
|
||||||
bullet.incendiary = [stat]запальний
|
bullet.incendiary = [stat]запальний
|
||||||
bullet.homing = [stat]самонаведення
|
bullet.homing = [stat]самонаведення
|
||||||
bullet.armorpierce = [stat]бронебійність
|
bullet.armorpierce = [stat]бронебійність
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] обмеження шкоди
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] обмеження шкоди
|
||||||
bullet.suppression = [stat]{0}[lightgray] сек. пригнічення відновлення ~ [stat]{1}[lightgray] плит.
|
bullet.suppression = [stat]{0}[lightgray] сек. пригнічення відновлення ~ [stat]{1}[lightgray] плит.
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0} за сек. [lightgray] період між кулями:
|
bullet.interval = [stat]{0} за сек. [lightgray] період між кулями:
|
||||||
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
|
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди
|
bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлях
|
bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлях
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] відкидання
|
bullet.knockback = [stat]{0}[lightgray] відкидання
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробиття
|
bullet.pierce = [stat]{0}[lightgray]x пробиття
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = одиниць рідини за сек.
|
|||||||
unit.itemssecond = предметів за сек.
|
unit.itemssecond = предметів за сек.
|
||||||
unit.liquidunits = одиниць рідини
|
unit.liquidunits = одиниць рідини
|
||||||
unit.powerunits = одиниць енергії
|
unit.powerunits = одиниць енергії
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = одиниць нагрівання
|
unit.heatunits = одиниць нагрівання
|
||||||
unit.degrees = град.
|
unit.degrees = град.
|
||||||
unit.seconds = сек.
|
unit.seconds = сек.
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = млн
|
|||||||
unit.billions = млрд
|
unit.billions = млрд
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = за постріл
|
unit.pershot = за постріл
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Призначення
|
category.purpose = Призначення
|
||||||
category.general = Загальне
|
category.general = Загальне
|
||||||
category.power = Енергія
|
category.power = Енергія
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Приховати заборонені блоки
|
|||||||
rules.infiniteresources = Нескінченні ресурси
|
rules.infiniteresources = Нескінченні ресурси
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = Дозволити лише основне розміщення ядер
|
rules.onlydepositcore = Дозволити лише основне розміщення ядер
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = Дозволити відновлення блоків Переможених
|
rules.derelictrepair = Дозволити відновлення блоків Переможених
|
||||||
rules.reactorexplosions = Вибухи реактора
|
rules.reactorexplosions = Вибухи реактора
|
||||||
rules.coreincinerates = Ядро спалює надлишкові предмети
|
rules.coreincinerates = Ядро спалює надлишкові предмети
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Очистити будівлі переможеної
|
|||||||
rules.corecapture = Захоплення ядра після знищення
|
rules.corecapture = Захоплення ядра після знищення
|
||||||
rules.polygoncoreprotection = Полігональний захист ядер
|
rules.polygoncoreprotection = Полігональний захист ядер
|
||||||
rules.placerangecheck = Перевірка діапазону розміщення
|
rules.placerangecheck = Перевірка діапазону розміщення
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = Нескінченні ресурси для червоної команди ШІ
|
rules.enemyCheat = Нескінченні ресурси для червоної команди ШІ
|
||||||
rules.blockhealthmultiplier = Множник здоров’я блоків
|
rules.blockhealthmultiplier = Множник здоров’я блоків
|
||||||
rules.blockdamagemultiplier = Множник шкоди блоків
|
rules.blockdamagemultiplier = Множник шкоди блоків
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Множник здоров’я бойових о
|
|||||||
rules.unitdamagemultiplier = Множник шкоди бойових одиниць
|
rules.unitdamagemultiplier = Множник шкоди бойових одиниць
|
||||||
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = Множник сонячної енергії
|
rules.solarmultiplier = Множник сонячної енергії
|
||||||
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Предмети
|
database-category.item = Items
|
||||||
content.liquid.name = Рідини
|
database-category.liquid = Fluids
|
||||||
content.unit.name = Бойові одиниці
|
database-category.unit = Units
|
||||||
content.block.name = Блоки
|
database-category.block = Blocks
|
||||||
content.status.name = Ефекти стану
|
database-category.status = Status Effects
|
||||||
content.sector.name = Сектори
|
database-category.sector = Sectors
|
||||||
content.team.name = Фракції
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (Стіна)
|
wallore = (Стіна)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = Башта [accent]хвиля[] з водою буде авто
|
|||||||
hint.generator = :combustion-generator: [accent]Генератори внутрішнього згорання[] спалюють вугілля і передають енергію прилеглим блокам.\n\nРадіус передачі енергії можна збільшити за допомогою :power-node: [accent]силових вузлів[].
|
hint.generator = :combustion-generator: [accent]Генератори внутрішнього згорання[] спалюють вугілля і передають енергію прилеглим блокам.\n\nРадіус передачі енергії можна збільшити за допомогою :power-node: [accent]силових вузлів[].
|
||||||
hint.guardian = [accent]Вартові[] одиниці броньовані. Слабкі боєприпаси, як-от [accent]мідь[] чи [accent]свинець[], [scarlet]не є ефективними[].\n\nВикористовуйте башти вищого рангу чи :graphite: [accent]графітові боєприпаси[] для Подвійної башти чи:salvo:Залпу, щоб убити Вартових.
|
hint.guardian = [accent]Вартові[] одиниці броньовані. Слабкі боєприпаси, як-от [accent]мідь[] чи [accent]свинець[], [scarlet]не є ефективними[].\n\nВикористовуйте башти вищого рангу чи :graphite: [accent]графітові боєприпаси[] для Подвійної башти чи:salvo:Залпу, щоб убити Вартових.
|
||||||
hint.coreUpgrade = Ядро можна покращити, якщо [accent]розмістити поверх нього ядро вищого рівня[].\n\nРозмістіть :core-foundation: ядро [accent]«Штаб»[] поверх :core-shard: ядра [accent]«Уламок»[]. Переконайтесь, що поблизу ядер немає перешкод (зайвих блоків).
|
hint.coreUpgrade = Ядро можна покращити, якщо [accent]розмістити поверх нього ядро вищого рівня[].\n\nРозмістіть :core-foundation: ядро [accent]«Штаб»[] поверх :core-shard: ядра [accent]«Уламок»[]. Переконайтесь, що поблизу ядер немає перешкод (зайвих блоків).
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = Сірі [accent]сектори зони посадки[], як-от [accent]Крижаний ліс[], можна запустити з будь-якого місця. Вони не вимагають захоплення сусідньої території.\n\n[accent]Нумеровані сектори[], як цей, [accent]необов’язкові[].
|
hint.presetLaunch = Сірі [accent]сектори зони посадки[], як-от [accent]Крижаний ліс[], можна запустити з будь-якого місця. Вони не вимагають захоплення сусідньої території.\n\n[accent]Нумеровані сектори[], як цей, [accent]необов’язкові[].
|
||||||
hint.presetDifficulty = Цей сектор має [scarlet]високий рівень ворожої загрози[].\nРобити запуск в такі [accent]не рекомендується[] без належних технологій та підготовки.
|
hint.presetDifficulty = Цей сектор має [scarlet]високий рівень ворожої загрози[].\nРобити запуск в такі [accent]не рекомендується[] без належних технологій та підготовки.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Усе, що побудовано в цьому радіусі, зн
|
|||||||
gz.zone3 = Зараз почнеться хвиля.\nПриготуйется
|
gz.zone3 = Зараз почнеться хвиля.\nПриготуйется
|
||||||
gz.finish = Збудуйте більше башт, видобудьте більше ресурсів \nі захистіться проти всіх хвиль, щоби [accent]захопити сектор[].
|
gz.finish = Збудуйте більше башт, видобудьте більше ресурсів \nі захистіться проти всіх хвиль, щоби [accent]захопити сектор[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = Натисніть, щоби видобути :beryllium: [accent]берилій[]зі стін.\n\nДля переміщення використовуйте [accent][[WASD].
|
onset.mine = Натисніть, щоби видобути :beryllium: [accent]берилій[]зі стін.\n\nДля переміщення використовуйте [accent][[WASD].
|
||||||
onset.mine.mobile = Торкніться, щоби видобути :beryllium: [accent]берилій[]зі стін.
|
onset.mine.mobile = Торкніться, щоби видобути :beryllium: [accent]берилій[]зі стін.
|
||||||
onset.research = Відкрийте :tree: дерево технологій.\nДослідіть, а потім розмістіть :turbine-condenser: [accent]Турбінний кондесатор[] на джерелі (отворі).\nЦе буде генерувати [accent]енергію[].
|
onset.research = Відкрийте :tree: дерево технологій.\nДослідіть, а потім розмістіть :turbine-condenser: [accent]Турбінний кондесатор[] на джерелі (отворі).\nЦе буде генерувати [accent]енергію[].
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Ім'я гравця клієнта, на якому за
|
|||||||
lglobal.@clientTeam = Ідентифікатор команди клієнта, що запускає код
|
lglobal.@clientTeam = Ідентифікатор команди клієнта, що запускає код
|
||||||
lglobal.@clientMobile = Істина, якщо клієнт, на якому виконується код, є мобільним, інакше хиба
|
lglobal.@clientMobile = Істина, якщо клієнт, на якому виконується код, є мобільним, інакше хиба
|
||||||
|
|
||||||
logic.nounitbuild = [red]Будування за допомогою процесорів заборонено.
|
|
||||||
|
|
||||||
lenum.type = Тип будівлі чи одиниці.\nНаприклад, для будь-якого маршрутизатора (англ. router), функція вертатиме [accent]@router[].\nНе є рядком.
|
lenum.type = Тип будівлі чи одиниці.\nНаприклад, для будь-якого маршрутизатора (англ. router), функція вертатиме [accent]@router[].\nНе є рядком.
|
||||||
lenum.shoot = Стріляти в зазначену позицію.
|
lenum.shoot = Стріляти в зазначену позицію.
|
||||||
lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості.
|
lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = Невідома категорія
|
lcategory.unknown = Невідома категорія
|
||||||
lcategory.unknown.description = Команди без категорії.
|
lcategory.unknown.description = Команди без категорії.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < Lõi đang bị tấn công! >
|
|||||||
nearpoint = [[ [scarlet]RỜI KHỎI ĐIỂM ĐÁP NGAY LẬP TỨC[] ]\nsự hủy diệt sắp xảy ra
|
nearpoint = [[ [scarlet]RỜI KHỎI ĐIỂM ĐÁP NGAY LẬP TỨC[] ]\nsự hủy diệt sắp xảy ra
|
||||||
database = Cơ sở dữ liệu cốt lõi
|
database = Cơ sở dữ liệu cốt lõi
|
||||||
database.button = Cơ sở dữ liệu
|
database.button = Cơ sở dữ liệu
|
||||||
|
database.patched = Đã chỉnh sửa thông qua bản vá dữ liệu.
|
||||||
|
viewfields = Xem Các Trường Nội Dung
|
||||||
savegame = Lưu trò chơi
|
savegame = Lưu trò chơi
|
||||||
loadgame = Tải lại màn chơi
|
loadgame = Tải lại màn chơi
|
||||||
joingame = Tham gia trò chơi
|
joingame = Tham gia trò chơi
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]Phụ thuộc tròn
|
|||||||
mod.incompletedependencies = [red]Phụ thuộc chưa hoàn thiện
|
mod.incompletedependencies = [red]Phụ thuộc chưa hoàn thiện
|
||||||
|
|
||||||
mod.requiresversion.details = Yêu cầu phiên bản trò chơi: [accent]{0}[]\nPhiên bản của bạn đã lỗi thời. Mod này yêu cầu phiên bản mới hơn của trò chơi (có thể là các bản phát hành beta/alpha) để hoạt động.
|
mod.requiresversion.details = Yêu cầu phiên bản trò chơi: [accent]{0}[]\nPhiên bản của bạn đã lỗi thời. Mod này yêu cầu phiên bản mới hơn của trò chơi (có thể là các bản phát hành beta/alpha) để hoạt động.
|
||||||
mod.incompatiblemod.details = Mod này không tương thích với phiên bản mới nhất của trò chơi. Tác giả cần phải cập nhật nó, và thêm [accent]minGameVersion: 147[] vào tệp [accent]mod.json[].
|
mod.incompatiblemod.details = Mod này không tương thích với phiên bản mới nhất của trò chơi. Tác giả cần phải cập nhật nó, và thêm [accent]minGameVersion: 154[] vào tệp [accent]mod.json[].
|
||||||
mod.blacklisted.details = Mod này đã bị đưa vào danh sách đen do gây ra các sự cố đối với phiên bản trò chơi này. Đừng sử dụng nó.
|
mod.blacklisted.details = Mod này đã bị đưa vào danh sách đen do gây ra các sự cố đối với phiên bản trò chơi này. Đừng sử dụng nó.
|
||||||
mod.missingdependencies.details = Mod này thiếu các phụ thuộc: {0}
|
mod.missingdependencies.details = Mod này thiếu các phụ thuộc: {0}
|
||||||
mod.erroredcontent.details = Mod này gây lỗi khi tải. Vui lòng yêu cầu tác giả của mod sửa chúng.
|
mod.erroredcontent.details = Mod này gây lỗi khi tải. Vui lòng yêu cầu tác giả của mod sửa chúng.
|
||||||
@@ -376,14 +378,14 @@ command.loadUnits = Nhận Đơn vị
|
|||||||
command.loadBlocks = Nhận Khối công trình
|
command.loadBlocks = Nhận Khối công trình
|
||||||
command.unloadPayload = Dỡ Khối hàng
|
command.unloadPayload = Dỡ Khối hàng
|
||||||
command.loopPayload = Lặp vận chuyển đơn vị
|
command.loopPayload = Lặp vận chuyển đơn vị
|
||||||
stance.stop = Hủy Mệnh lệnh
|
stance.stop = Hủy Mệnh Lệnh
|
||||||
stance.shoot = Tư thế: Bắn
|
stance.shoot = Thế Trận: Bắn
|
||||||
stance.holdfire = Tư thế: Ngừng bắn
|
stance.holdfire = Thế Trận: Ngừng Bắn
|
||||||
stance.pursuetarget = Tư thế: Bám đuổi Mục tiêu
|
stance.pursuetarget = Thế Trận: Bám Đuổi Mục Tiêu
|
||||||
stance.patrol = Tư thế: Đường tuần tra
|
stance.patrol = Thế Trận: Đường Tuần Tra
|
||||||
stance.ram = Tư thế: Tông thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
stance.ram = Thế Trận: Tông Thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
||||||
stance.mineauto = Khai thác tự động
|
stance.mineauto = Tự Động Khai Khoáng
|
||||||
stance.mine = Vật phẩm khai thác: {0}
|
stance.mine = Vật Phẩm Khai Khoáng: {0}
|
||||||
openlink = Mở liên kết
|
openlink = Mở liên kết
|
||||||
copylink = Sao chép liên kết
|
copylink = Sao chép liên kết
|
||||||
back = Quay lại
|
back = Quay lại
|
||||||
@@ -448,9 +450,9 @@ 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 = Show Blocks
|
editor.showblocks = Hiện Khối
|
||||||
editor.showterrain = Show Terrain
|
editor.showterrain = Hiện Địa Hình
|
||||||
editor.showfloor = Show Floor
|
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:
|
||||||
@@ -467,6 +469,14 @@ editor.rules = Quy tắc
|
|||||||
editor.generation = Tạo ra
|
editor.generation = Tạo ra
|
||||||
editor.objectives = Mục tiêu nhiệm vụ
|
editor.objectives = Mục tiêu nhiệm vụ
|
||||||
editor.locales = Gói ngôn ngữ
|
editor.locales = Gói ngôn ngữ
|
||||||
|
editor.patches.guide = Hướng Dẫn Bản Vá
|
||||||
|
editor.patches = Bản Vá Dữ Liệu
|
||||||
|
editor.patch = Bộ vá: {0}
|
||||||
|
editor.patches.none = [lightgray]Không có bản vá nào được nạp.
|
||||||
|
editor.patches.errors = Lỗi Bộ Vá
|
||||||
|
editor.patches.importerror = Nhập bộ vá thất bại
|
||||||
|
editor.patches.delete.confirm = Bạn có chắc chắn muốn xóa bộ vá này không?
|
||||||
|
editor.patch.fields = {0} trường
|
||||||
editor.worldprocessors = Các bộ xử lý thế giới
|
editor.worldprocessors = Các bộ xử lý thế giới
|
||||||
editor.worldprocessors.editname = Sửa tên
|
editor.worldprocessors.editname = Sửa tên
|
||||||
editor.worldprocessors.none = [lightgray]không tìm thấy khối bộ xử lý thế giới nào!\nThêm một bộ trong trình chỉnh sửa bản đồ, hoặc dùng nút \ue813 Thêm ở dưới.
|
editor.worldprocessors.none = [lightgray]không tìm thấy khối bộ xử lý thế giới nào!\nThêm một bộ trong trình chỉnh sửa bản đồ, hoặc dùng nút \ue813 Thêm ở dưới.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Chúc mừng.\n\nKẻ địch trên {0} đã bị đ
|
|||||||
sectorlist = Phân khu
|
sectorlist = Phân khu
|
||||||
sectorlist.attacked = {0} đang bị tấn công
|
sectorlist.attacked = {0} đang bị tấn công
|
||||||
sectors.unexplored = [lightgray]Chưa được khám phá
|
sectors.unexplored = [lightgray]Chưa được khám phá
|
||||||
|
sectors.attempts = Số lần tham chiến:
|
||||||
sectors.resources = Tài nguyên:
|
sectors.resources = Tài nguyên:
|
||||||
sectors.production = Sản lượng:
|
sectors.production = Sản lượng:
|
||||||
sectors.export = Xuất:
|
sectors.export = Xuất:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = Đợt:
|
|||||||
sectors.stored = Lưu trữ:
|
sectors.stored = Lưu trữ:
|
||||||
sectors.resume = Tiếp tục
|
sectors.resume = Tiếp tục
|
||||||
sectors.launch = Phóng
|
sectors.launch = Phóng
|
||||||
|
sectors.nolaunchcandidate = Phân Khu Không Phóng
|
||||||
sectors.viewsubmission = \ue80d Xem Bản đệ trình
|
sectors.viewsubmission = \ue80d Xem Bản đệ trình
|
||||||
sectors.select = Chọn
|
sectors.select = Chọn
|
||||||
sectors.launchselect = Chọn đích phóng
|
sectors.launchselect = Chọn đích phóng
|
||||||
@@ -809,13 +821,12 @@ sectors.redirect = Chuyển hướng bệ phóng
|
|||||||
sectors.rename = Đổi tên phân khu
|
sectors.rename = Đổi tên phân khu
|
||||||
sectors.enemybase = [scarlet]Căn cứ địch
|
sectors.enemybase = [scarlet]Căn cứ địch
|
||||||
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
||||||
sectors.underattack = [scarlet]Đang bị tấn công! [accent]{0}% tổn thất
|
sectors.underattack = [scarlet]Đang bị tấn công!
|
||||||
sectors.underattack.nodamage = [scarlet]Chưa được chiếm
|
|
||||||
sectors.survives = [accent]Vượt qua {0} đợt
|
|
||||||
sectors.go = Đi
|
sectors.go = Đi
|
||||||
sector.abandon = Rời bỏ
|
sector.abandon = Rời bỏ
|
||||||
sector.abandon.confirm = Những lõi ở đây sẽ tự huỷ.\nTiếp tục chứ?
|
sector.abandon.confirm = Những lõi ở đây sẽ tự huỷ.\nTiếp tục chứ?
|
||||||
sector.curcapture = Phân khu đã được chiếm
|
sector.curcapture = Phân khu đã được chiếm
|
||||||
|
sector.lockdown = [red]:warning:[accent] Phân khu hiện đang bị tấn công\n[lightgray]sản xuất, nghiên cứu, xuất và nhập bị vô hiệu
|
||||||
sector.curlost = Phân khu đã bị mất
|
sector.curlost = Phân khu đã bị mất
|
||||||
sector.missingresources = [scarlet]Không đủ tài nguyên lõi
|
sector.missingresources = [scarlet]Không đủ tài nguyên lõi
|
||||||
sector.attacked = Phân khu [accent]{0}[white] đang bị tấn công!
|
sector.attacked = Phân khu [accent]{0}[white] đang bị tấn công!
|
||||||
@@ -870,13 +881,14 @@ sector.facility32m.name = Facility 32 M
|
|||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
sector.coastline.name = Coastline
|
sector.coastline.name = Humid Coastline
|
||||||
sector.navalFortress.name = Naval Fortress
|
sector.navalFortress.name = Naval Fortress
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -895,27 +907,12 @@ sector.desolateRift.description = Một vùng cực kỳ nguy hiểm. Tài nguy
|
|||||||
sector.nuclearComplex.description = Một cơ sở từng sản xuất và chế biến thori, đã biến thành đống đổ nát.\n[lightgray]Nghiên cứu thori và nhiều công dụng của nó.\n\nKẻ địch có mặt ở đây với số lượng rất lớn, liên tục lùng sục những kẻ tấn công.
|
sector.nuclearComplex.description = Một cơ sở từng sản xuất và chế biến thori, đã biến thành đống đổ nát.\n[lightgray]Nghiên cứu thori và nhiều công dụng của nó.\n\nKẻ địch có mặt ở đây với số lượng rất lớn, liên tục lùng sục những kẻ tấn công.
|
||||||
sector.fungalPass.description = Khu vực chuyển tiếp giữa vùng núi cao và vùng đất thấp hơn, đầy bào tử. Một căn cứ trinh sát nhỏ của địch được đặt tại đây.\nPhá hủy nó.\nSử dụng đơn vị Dagger. Phá hủy hai lõi của địch.
|
sector.fungalPass.description = Khu vực chuyển tiếp giữa vùng núi cao và vùng đất thấp hơn, đầy bào tử. Một căn cứ trinh sát nhỏ của địch được đặt tại đây.\nPhá hủy nó.\nSử dụng đơn vị Dagger. Phá hủy hai lõi của địch.
|
||||||
sector.biomassFacility.description = Nguồn gốc của bào tử. Đây là cơ sở mà chúng được nghiên cứu và sản xuất ban đầu.\nNghiên cứu công nghệ có ở đây. Nuôi cấy bào tử để sản xuất nhiên liệu và chất dẻo.\n\n[lightgray]Khi cơ sở này sụp đổ, các bào tử đã được giải phóng. Không có gì trong hệ sinh thái địa phương có thể cạnh tranh với một dạng sống xâm lấn mạnh như vậy.
|
sector.biomassFacility.description = Nguồn gốc của bào tử. Đây là cơ sở mà chúng được nghiên cứu và sản xuất ban đầu.\nNghiên cứu công nghệ có ở đây. Nuôi cấy bào tử để sản xuất nhiên liệu và chất dẻo.\n\n[lightgray]Khi cơ sở này sụp đổ, các bào tử đã được giải phóng. Không có gì trong hệ sinh thái địa phương có thể cạnh tranh với một dạng sống xâm lấn mạnh như vậy.
|
||||||
sector.windsweptIslands.description = Xa hơn đường bờ biển là chuỗi đảo xa xôi này. Hồ sơ cho thấy họ đã từng có công trình sản xuất [accent]Nhựa[].\n\nChống lại các lực lượng hải quân của kẻ địch. Thiết lập căn cứ trên quần đảo. Nghiên cứu các nhà máy này.
|
sector.windsweptIslands.description = Xa hơn đường bờ biển là chuỗi đảo xa xôi này. Hồ sơ cho thấy họ đã từng có công trình sản xuất [accent]Nhựa[].\n\nChống lại các lực lượng thủy quân của kẻ địch. Thiết lập căn cứ trên quần đảo. Nghiên cứu các nhà máy này.
|
||||||
sector.extractionOutpost.description = Một tiền đồn xa, được kẻ địch xây dựng với mục đích phóng nguồn lực sang các phân khu khác.\n\nCông nghệ vận chuyển qua lại giữa các phân khu rất cần thiết cho việc mở rộng chinh phục. Phá hủy căn cứ. Nghiên cứu bệ phóng của họ.
|
sector.extractionOutpost.description = Một tiền đồn xa, được kẻ địch xây dựng với mục đích phóng nguồn lực sang các phân khu khác.\n\nCông nghệ vận chuyển qua lại giữa các phân khu rất cần thiết cho việc mở rộng chinh phục. Phá hủy căn cứ. Nghiên cứu bệ phóng của họ.
|
||||||
sector.impact0078.description = Đây là tàn tích của tàu vận chuyển giữa các vì sao đã từng đến được hệ sao này.\n\nLấy càng nhiều càng tốt từ đống đổ nát. Nghiên cứu bất kỳ công nghệ nguyên vẹn nào.
|
sector.impact0078.description = Đây là tàn tích của tàu vận chuyển giữa các vì sao đã từng đến được hệ sao này.\n\nLấy càng nhiều càng tốt từ đống đổ nát. Nghiên cứu bất kỳ công nghệ nguyên vẹn nào.
|
||||||
sector.planetaryTerminal.description = Mục tiêu cuối cùng.\n\nCăn cứ ven biển này chứa một cấu trúc có khả năng phóng các lõi tới các hành tinh lân cận. Nó được bảo vệ cực kỳ cẩn thận.\n\nSản xuất đơn vị hải quân. Loại bỏ kẻ địch càng nhanh càng tốt. Nghiên cứu cấu trúc phóng.
|
sector.planetaryTerminal.description = Mục tiêu cuối cùng.\n\nCăn cứ ven biển này chứa một cấu trúc có khả năng phóng các lõi tới các hành tinh lân cận. Nó được bảo vệ cực kỳ cẩn thận.\n\nSản xuất đơn vị thủy quân. Loại bỏ kẻ địch càng nhanh càng tốt. Nghiên cứu cấu trúc phóng.
|
||||||
sector.coastline.description = Phát hiện tàn dư công nghệ của các đơn vị hải quân tại địa điểm này. Đẩy lùi các cuộc tấn công của kẻ địch, chiếm phân khu này, và lấy công nghệ.
|
sector.coastline.description = Phát hiện tàn dư công nghệ của các đơn vị thủy quân tại địa điểm này. Đẩy lùi các cuộc tấn công của kẻ địch, chiếm phân khu này, và lấy công nghệ.
|
||||||
sector.navalFortress.description = Kẻ địch đã thiết lập một căn cứ từ xa, trên đảo tự nhiên. Phá hủy tiền đồn này. Chiếm công nghệ chế tạo đơn vị hải quân tiên tiến của địch và nghiên cứu nó.
|
sector.navalFortress.description = Kẻ địch đã thiết lập một căn cứ từ xa, trên đảo tự nhiên. Phá hủy tiền đồn này. Chiếm công nghệ chế tạo đơn vị thủy quân tiên tiến của địch và nghiên cứu nó.
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
@@ -958,7 +955,7 @@ 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
|
||||||
@@ -966,7 +963,7 @@ 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
|
||||||
|
|
||||||
@@ -1014,10 +1011,11 @@ 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 = Frequency
|
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 = Crush Damage
|
stat.crushdamage = Sát thương nghiền nát
|
||||||
|
stat.legsplashdamage = Sát Thương Lan Tỏa Từ Chân
|
||||||
stat.itemsmoved = Tốc độ dịch chuyển
|
stat.itemsmoved = Tốc độ dịch chuyển
|
||||||
stat.launchtime = Thời gian giữa các lần phóng
|
stat.launchtime = Thời gian giữa các lần phóng
|
||||||
stat.shootrange = Phạm vi
|
stat.shootrange = Phạm vi
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = Sức chứa vật phẩm
|
|||||||
stat.memorycapacity = Dung lượng bộ nhớ
|
stat.memorycapacity = Dung lượng bộ nhớ
|
||||||
stat.basepowergeneration = Năng lượng tạo ra cơ bản
|
stat.basepowergeneration = Năng lượng tạo ra cơ bản
|
||||||
stat.productiontime = Thời gian sản xuất
|
stat.productiontime = Thời gian sản xuất
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Thời gian hoàn thành sửa chữa
|
stat.repairtime = Thời gian hoàn thành sửa chữa
|
||||||
stat.repairspeed = Tốc độ sửa
|
stat.repairspeed = Tốc độ sửa
|
||||||
stat.weapons = Vũ khí
|
stat.weapons = Vũ khí
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = Tốc độ bắn
|
|||||||
stat.ammo = Đạn
|
stat.ammo = Đạn
|
||||||
stat.shieldhealth = Độ bền khiên
|
stat.shieldhealth = Độ bền khiên
|
||||||
stat.cooldowntime = Thời gian hồi phục
|
stat.cooldowntime = Thời gian hồi phục
|
||||||
|
stat.regenerationrate = Tốc Độ Hồi Phục
|
||||||
|
stat.activationtime = Thời Gian Kích Hoạt
|
||||||
stat.explosiveness = Gây nổ
|
stat.explosiveness = Gây nổ
|
||||||
stat.basedeflectchance = Tỷ lệ phản đạn
|
stat.basedeflectchance = Tỷ lệ phản đạn
|
||||||
stat.lightningchance = Tỷ lệ phóng điện
|
stat.lightningchance = Tỷ lệ phóng điện
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = Cấp độ đào
|
|||||||
stat.payloadcapacity = Tải trọng
|
stat.payloadcapacity = Tải trọng
|
||||||
stat.abilities = Khả năng
|
stat.abilities = Khả năng
|
||||||
stat.canboost = Có thể tăng cường
|
stat.canboost = Có thể tăng cường
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Bay
|
stat.flying = Bay
|
||||||
stat.ammouse = Sử dụng đạn
|
stat.ammouse = Sử dụng đạn
|
||||||
stat.ammocapacity = Trữ lượng đạn
|
stat.ammocapacity = Trữ lượng đạn
|
||||||
@@ -1102,7 +1104,7 @@ 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
|
||||||
@@ -1122,7 +1124,7 @@ 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] deflect chance
|
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
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = Hồi phóng
|
|||||||
bar.input = Đầu vào
|
bar.input = Đầu vào
|
||||||
bar.output = Đầu ra
|
bar.output = Đầu ra
|
||||||
bar.strength = [stat]{0}[lightgray]x sức mạnh
|
bar.strength = [stat]{0}[lightgray]x sức mạnh
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] tốc độ hồi phục
|
||||||
|
bar.activationtimer = Kích hoạt trong {0}
|
||||||
|
bar.activated = Đã kích hoạt
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
|
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] sát thương
|
bullet.damage = [stat]{0}[lightgray] sát thương
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {1}[lightgray] ô
|
bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {1}[lightgray] ô
|
||||||
bullet.incendiary = [stat]gây cháy
|
bullet.incendiary = [stat]gây cháy
|
||||||
bullet.homing = [stat]truy đuổi
|
bullet.homing = [stat]truy đuổi
|
||||||
bullet.armorpierce = [stat]xuyên giáp
|
bullet.armorpierce = [stat]xuyên giáp
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] giảm giáp
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] xuyên giáp
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] kháng giáp
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] giới hạn sát thương
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] giới hạn sát thương
|
||||||
bullet.suppression = [stat]{0}[lightgray] giây ngăn sửa chữa ~ [stat]{1}[lightgray] ô
|
bullet.suppression = [stat]{0}[lightgray] giây ngăn sửa chữa ~ [stat]{1}[lightgray] ô
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/giây[lightgray] đạn ngắt quãng:
|
bullet.interval = [stat]{0}/giây[lightgray] đạn ngắt quãng:
|
||||||
bullet.frags = [stat]{0}x[lightgray] đạn phá mảnh:
|
bullet.frags = [stat]{0}x[lightgray] đạn phá mảnh:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x phóng điện ~ [stat]{1}[lightgray] sát thương
|
bullet.lightning = [stat]{0}[lightgray]x phóng điện ~ [stat]{1}[lightgray] sát thương
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] sát thương công trình
|
bullet.buildingdamage = [stat]{0}%[lightgray] sát thương công trình
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] sát thương khiên chắn
|
bullet.shielddamage = [stat]{0}%[lightgray] sát thương khiên chắn
|
||||||
bullet.knockback = [stat]{0}[lightgray] đẩy lùi
|
bullet.knockback = [stat]{0}[lightgray] đẩy lùi
|
||||||
bullet.pierce = [stat]{0}[lightgray]x xuyên thấu
|
bullet.pierce = [stat]{0}[lightgray]x xuyên thấu
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = đơn vị chất lỏng/giây
|
|||||||
unit.itemssecond = vật phẩm/giây
|
unit.itemssecond = vật phẩm/giây
|
||||||
unit.liquidunits = đơn vị chất lỏng
|
unit.liquidunits = đơn vị chất lỏng
|
||||||
unit.powerunits = đơn vị năng lượng
|
unit.powerunits = đơn vị năng lượng
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = đơn vị nhiệt
|
unit.heatunits = đơn vị nhiệt
|
||||||
unit.degrees = độ
|
unit.degrees = độ
|
||||||
unit.seconds = giây
|
unit.seconds = giây
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = tr
|
|||||||
unit.billions = tỷ
|
unit.billions = tỷ
|
||||||
unit.shots = phát bắn
|
unit.shots = phát bắn
|
||||||
unit.pershot = /phát bắn
|
unit.pershot = /phát bắn
|
||||||
|
unit.perleg = mỗi chân
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Mục đích
|
category.purpose = Mục đích
|
||||||
category.general = Chung
|
category.general = Chung
|
||||||
category.power = Năng lượng
|
category.power = Năng lượng
|
||||||
@@ -1334,11 +1354,11 @@ keybind.command_queue.name = Lệnh tuần tự đơn vị
|
|||||||
keybind.create_control_group.name = Tạo nhóm điều khiển
|
keybind.create_control_group.name = Tạo nhóm điều khiển
|
||||||
keybind.cancel_orders.name = Hủy lệnh
|
keybind.cancel_orders.name = Hủy lệnh
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Tư thế đơn vị: Bắn
|
keybind.unit_stance_shoot.name = Thế Trận Đơn Vị: Bắn
|
||||||
keybind.unit_stance_hold_fire.name = Tư thế đơn vị: Ngừng bắn
|
keybind.unit_stance_hold_fire.name = Thế Trận Đơn Vị: Ngừng Bắn
|
||||||
keybind.unit_stance_pursue_target.name = Tư thế đơn vị: Bám đuổi mục tiêu
|
keybind.unit_stance_pursue_target.name = Thế Trận Đơn Vị: Bám Đuổi Mục Tiêu
|
||||||
keybind.unit_stance_patrol.name = Tư thế đơn vị: Tuần tra
|
keybind.unit_stance_patrol.name = Thế Trận Đơn Vị: Tuần Tra
|
||||||
keybind.unit_stance_ram.name = Tư thế đơn vị: Tông thẳng
|
keybind.unit_stance_ram.name = Thế Trận Đơn Vị: Tông Thẳng
|
||||||
|
|
||||||
keybind.unit_command_move.name = Mệnh lệnh đơn vị: Di chuyển
|
keybind.unit_command_move.name = Mệnh lệnh đơn vị: Di chuyển
|
||||||
keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa
|
keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = Ẩn Các Khối Bị Cấm
|
|||||||
rules.infiniteresources = Tài Nguyên Vô Hạn
|
rules.infiniteresources = Tài Nguyên Vô Hạn
|
||||||
rules.fillitems = Lấp Đầy Lõi Bởi Vật Phẩm
|
rules.fillitems = Lấp Đầy Lõi Bởi Vật Phẩm
|
||||||
rules.onlydepositcore = Chỉ Cho Phép Đưa Tài Nguyên Vào Lõi
|
rules.onlydepositcore = Chỉ Cho Phép Đưa Tài Nguyên Vào Lõi
|
||||||
|
rules.coreunloaders = Cho Phép Điểm Dỡ Hàng Từ Lõi
|
||||||
|
rules.coreunloaders.info = Khi bật, điểm dỡ hàng của Serpulo có thể lấy vật phẩm từ lõi.\nKhông ảnh hưởng đến điểm dỡ hàng của Erekir.
|
||||||
rules.derelictrepair = Cho Phép Sửa Khối Bỏ Hoang
|
rules.derelictrepair = Cho Phép Sửa Khối Bỏ Hoang
|
||||||
rules.reactorexplosions = Nổ Nò Phản Ứng
|
rules.reactorexplosions = Nổ Nò Phản Ứng
|
||||||
rules.coreincinerates = Hủy Vật Phẩm Khi Lõi Đầy
|
rules.coreincinerates = Hủy Vật Phẩm Khi Lõi Đầy
|
||||||
@@ -1447,6 +1469,8 @@ rules.buildaitier = Cấp Độ AI Xây Dựng
|
|||||||
rules.rtsai = AI Chiến Thuật
|
rules.rtsai = AI Chiến Thuật
|
||||||
rules.rtsai.campaign = AI chiến thuật tấn công
|
rules.rtsai.campaign = AI chiến thuật tấn công
|
||||||
rules.rtsai.campaign.info = Trong bản đồ kiểu tấn công, làm các đơn vị tập hợp nhóm và tấn công căn cứ người chơi theo phương pháp thông minh hơn.
|
rules.rtsai.campaign.info = Trong bản đồ kiểu tấn công, làm các đơn vị tập hợp nhóm và tấn công căn cứ người chơi theo phương pháp thông minh hơn.
|
||||||
|
rules.clearsectoronloss = Dọn Sạch Phân Khu Khi Mất
|
||||||
|
rules.clearsectoronloss.info = Khi khu vực đó bị mất, các công trình của người chơi từ lần thử trước sẽ không được chuyển sang theo.
|
||||||
rules.rtsminsquadsize = Kích Thước Đội Hình Tối Thiểu
|
rules.rtsminsquadsize = Kích Thước Đội Hình Tối Thiểu
|
||||||
rules.rtsmaxsquadsize = Kích Thước Đội Hình Tối Đa
|
rules.rtsmaxsquadsize = Kích Thước Đội Hình Tối Đa
|
||||||
rules.rtsminattackweight = Sức Tấn Công Tối Thiểu
|
rules.rtsminattackweight = Sức Tấn Công Tối Thiểu
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = Dọn Sạch Công Trình Của Đội Bị Đánh Bạ
|
|||||||
rules.corecapture = Chiếm Lõi Khi Phá Hủy
|
rules.corecapture = Chiếm Lõi Khi Phá Hủy
|
||||||
rules.polygoncoreprotection = Bảo Vệ Lõi Kiểu Đa Giác
|
rules.polygoncoreprotection = Bảo Vệ Lõi Kiểu Đa Giác
|
||||||
rules.placerangecheck = Kiểm Tra Phạm Vi Xây Dựng
|
rules.placerangecheck = Kiểm Tra Phạm Vi Xây Dựng
|
||||||
|
rules.protectcores = Bảo Vệ Lõi
|
||||||
|
rules.protectcores.info = Khi tắt, bán cấm xây từ lõi sẽ không ảnh hưởng đến đội này.\nNgười chơi sẽ không được gán vào những đội không được bảo vệ.
|
||||||
|
rules.checkplacement = Kiểm Tra Nơi Đặt
|
||||||
|
rules.checkplacement.info = Khi tắt, công trình của đội này được phớt lờ kiểm tra tầm cho đặt.
|
||||||
rules.enemyCheat = Tài Nguyên Kẻ Địch Vô Hạn
|
rules.enemyCheat = Tài Nguyên Kẻ Địch Vô Hạn
|
||||||
rules.blockhealthmultiplier = Hệ Số Độ Bền Khối
|
rules.blockhealthmultiplier = Hệ Số Độ Bền Khối
|
||||||
rules.blockdamagemultiplier = Hệ Số Sát Thương Của Khối
|
rules.blockdamagemultiplier = Hệ Số Sát Thương Của Khối
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = Hệ Số Độ Bền Của Đơn Vị
|
|||||||
rules.unitdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị
|
rules.unitdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị
|
||||||
rules.unitcrashdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị Khi Bị Bắn Rơi
|
rules.unitcrashdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị Khi Bị Bắn Rơi
|
||||||
rules.unitminespeedmultiplier = Hệ Số Tốc Độ Khai Khoáng Đơn Vị
|
rules.unitminespeedmultiplier = Hệ Số Tốc Độ Khai Khoáng Đơn Vị
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Đơn Vị Xây Dựng
|
||||||
|
rules.logicunitdeconstruct = Logic Đơn Vị Phá Dỡ
|
||||||
rules.solarmultiplier = Hệ Số Năng Lượng Mặt Trời
|
rules.solarmultiplier = Hệ Số Năng Lượng Mặt Trời
|
||||||
rules.unitcapvariable = Lõi Tăng Giới Hạn Đơn Vị
|
rules.unitcapvariable = Lõi Tăng Giới Hạn Đơn Vị
|
||||||
rules.unitpayloadsexplode = Khối Hàng Mang Theo Phát Nổ Cùng Đơn Vị
|
rules.unitpayloadsexplode = Khối Hàng Mang Theo Phát Nổ Cùng Đơn Vị
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Làm các đơn vị xuất hiện trong các lượt
|
|||||||
rules.placerangecheck.info = Ngăn chặn người chơi khỏi việc đặt bất kỳ thứ gì gần công trình kẻ địch. Khi cố đặt một tháp súng, phạm vi sẽ bị tăng lên, để tháp súng không thể bắn tới kẻ địch.
|
rules.placerangecheck.info = Ngăn chặn người chơi khỏi việc đặt bất kỳ thứ gì gần công trình kẻ địch. Khi cố đặt một tháp súng, phạm vi sẽ bị tăng lên, để tháp súng không thể bắn tới kẻ địch.
|
||||||
rules.onlydepositcore.info = Ngăn chặn các đơn vị khỏi việc thả vật phẩm vào bất kỳ công trình nào ngoài lõi.
|
rules.onlydepositcore.info = Ngăn chặn các đơn vị khỏi việc thả vật phẩm vào bất kỳ công trình nào ngoài lõi.
|
||||||
|
|
||||||
content.item.name = Vật phẩm
|
database-category.item = Vật phẩm
|
||||||
content.liquid.name = Chất lỏng
|
database-category.liquid = Chất lỏng
|
||||||
content.unit.name = Đơn vị
|
database-category.unit = Đơn vị
|
||||||
content.block.name = Khối
|
database-category.block = Khối
|
||||||
content.status.name = Hiệu ứng trạng thái
|
database-category.status = Hiệu ứng trạng thái
|
||||||
content.sector.name = Phân khu
|
database-category.sector = Phân khu
|
||||||
content.team.name = Phe
|
database-category.team = Phe
|
||||||
|
|
||||||
|
database-tag.turret = Trụ súng
|
||||||
|
database-tag.production = Sản xuất
|
||||||
|
database-tag.distribution = Phân phối
|
||||||
|
database-tag.liquid = Chất lỏng
|
||||||
|
database-tag.power = Năng lượng
|
||||||
|
database-tag.defense = Phòng thủ
|
||||||
|
database-tag.crafting = Chế tạo
|
||||||
|
database-tag.units = Đơn vị
|
||||||
|
database-tag.effect = Tiện ích
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Không quân
|
||||||
|
database-tag.unit-naval = Thủy quân
|
||||||
|
database-tag.unit-ground = Lục quân
|
||||||
|
|
||||||
wallore = (Tường)
|
wallore = (Tường)
|
||||||
|
|
||||||
@@ -1670,7 +1715,7 @@ 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
|
||||||
@@ -1844,7 +1889,7 @@ block.landing-pad.name = Bệ đáp
|
|||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Nhà máy Bộ binh
|
block.ground-factory.name = Nhà máy Bộ binh
|
||||||
block.air-factory.name = Nhà máy Không quân
|
block.air-factory.name = Nhà máy Không quân
|
||||||
block.naval-factory.name = Nhà máy Hải quân
|
block.naval-factory.name = Nhà máy Thủy quân
|
||||||
block.additive-reconstructor.name = Máy tái thiết cấp cộng
|
block.additive-reconstructor.name = Máy tái thiết cấp cộng
|
||||||
block.multiplicative-reconstructor.name = Máy tái thiết cấp nhân
|
block.multiplicative-reconstructor.name = Máy tái thiết cấp nhân
|
||||||
block.exponential-reconstructor.name = Máy tái thiết cấp mũ
|
block.exponential-reconstructor.name = Máy tái thiết cấp mũ
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = Tháp súng [accent]Wave[] có nước làm đạn sẽ tự đ
|
|||||||
hint.generator = :combustion-generator: [accent]Máy phát điện đốt cháy[] đốt than và truyền năng lượng cho các khối liền kề.\n\nPhạm vi truyền tải năng lượng có thể được mở rộng với :power-node: [accent]Chốt điện[].
|
hint.generator = :combustion-generator: [accent]Máy phát điện đốt cháy[] đốt than và truyền năng lượng cho các khối liền kề.\n\nPhạm vi truyền tải năng lượng có thể được mở rộng với :power-node: [accent]Chốt điện[].
|
||||||
hint.guardian = [accent]Trùm[] được bọc giáp. Sử dụng loại đạn yếu chẳng hạn như [accent]Đồng[] và [accent]Chì[] là [scarlet]không hiệu quả[].\n\nSử dụng tháp súng tiên tiến hơn hoặc sử dụng :graphite: [accent]Than chì[] làm đạn :duo:Duo/:salvo:Salvo đạn dược để hạ gục Trùm.
|
hint.guardian = [accent]Trùm[] được bọc giáp. Sử dụng loại đạn yếu chẳng hạn như [accent]Đồng[] và [accent]Chì[] là [scarlet]không hiệu quả[].\n\nSử dụng tháp súng tiên tiến hơn hoặc sử dụng :graphite: [accent]Than chì[] làm đạn :duo:Duo/:salvo:Salvo đạn dược để hạ gục Trùm.
|
||||||
hint.coreUpgrade = Các lõi có thể được nâng cấp bằng cách [accent]đặt lõi cấp cao hơn trên chúng[].\n\nĐặt một lõi :core-foundation: [accent]Trụ sở[] trên lõi :core-shard: [accent]Cơ sở[]. Đảm bảo không có vật cản gần đó.
|
hint.coreUpgrade = Các lõi có thể được nâng cấp bằng cách [accent]đặt lõi cấp cao hơn trên chúng[].\n\nĐặt một lõi :core-foundation: [accent]Trụ sở[] trên lõi :core-shard: [accent]Cơ sở[]. Đảm bảo không có vật cản gần đó.
|
||||||
|
hint.serpuloCoreZone = :core-shard: [accent]Các lõi[] bổ sung có thể được xây trên nền :core-zone: [accent]Vùng đặt lõi[].
|
||||||
hint.cannotUpgrade = Một biểu tượng [red]:tree:[] phía trên một gói hàng đơn vị thể hiện rằng phiên bản nâng cấp chưa được nghiên cứu.\n\nĐơn vị nâng cấp phải được nghiên cứu trong [accent]:tree: cây công nghệ[] trước khi chúng được sản xuất trong các máy tái thiết.
|
hint.cannotUpgrade = Một biểu tượng [red]:tree:[] phía trên một gói hàng đơn vị thể hiện rằng phiên bản nâng cấp chưa được nghiên cứu.\n\nĐơn vị nâng cấp phải được nghiên cứu trong [accent]:tree: cây công nghệ[] trước khi chúng được sản xuất trong các máy tái thiết.
|
||||||
hint.presetLaunch = [accent]Khu vực đáp[] xám, như [accent]Frozen Forest[], có thể được phóng đến từ bất cứ đâu. Nó không yêu cầu chiếm các vùng đất lân cận.\n\n[accent]Các phân khu được đánh số[], chẳng hạn như cái này, là [accent]không bắt buộc[].
|
hint.presetLaunch = [accent]Khu vực đáp[] xám, như [accent]Frozen Forest[], có thể được phóng đến từ bất cứ đâu. Nó không yêu cầu chiếm các vùng đất lân cận.\n\n[accent]Các phân khu được đánh số[], chẳng hạn như cái này, là [accent]không bắt buộc[].
|
||||||
hint.presetDifficulty = Phân khu này có [scarlet]mối đe dọa thù địch cao[].\nPhóng đến phân khu như vậy [accent]không được khuyến khích[] nếu không có công nghệ và chuẩn bị phù hợp.
|
hint.presetDifficulty = Phân khu này có [scarlet]mối đe dọa thù địch cao[].\nPhóng đến phân khu như vậy [accent]không được khuyến khích[] nếu không có công nghệ và chuẩn bị phù hợp.
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = Bất kỳ thứ gì được xây dựng trong bán kính này sẽ
|
|||||||
gz.zone3 = Một đợt sẽ bắt đầu ngay bây giờ.\nHãy chuẩn bị.
|
gz.zone3 = Một đợt sẽ bắt đầu ngay bây giờ.\nHãy chuẩn bị.
|
||||||
gz.finish = Đặt thêm các tháp súng, khai thác thêm nguyên liệu,\nvà vượt qua tất cả các đợt để [accent]chiếm phân khu[].
|
gz.finish = Đặt thêm các tháp súng, khai thác thêm nguyên liệu,\nvà vượt qua tất cả các đợt để [accent]chiếm phân khu[].
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Dùng [accent]các đơn vị[] để phòng thủ công trình và tấn công kẻ địch.\nNghiên cứu và đặt một :ground-factory: [accent]nhà máy lục quân[].
|
||||||
|
fungalpass.tutorial2 = Chọn đơn vị :dagger: [accent]Dagger[] trong nhà máy.\nSản xuất 3 đơn vị.
|
||||||
|
|
||||||
|
frontier.tutorial1 = :additive-reconstructor: [accent]Máy tái thiết cấp cộng[]\nnâng cấp đơn vị bậc 1 thành bậc 2\ndùng :silicon: silicon và :graphite: than chì.\n\n[accent]Nghiên cứu và và tái thiết\nmột []:dagger:[accent] dagger thành một []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Các đợt được gửi [accent]vô hạn[] đến khi tất cả lõi kẻ địch [unlaunched]bị tiêu diệt.
|
||||||
|
frontier.tutorial3 = [accent]Tấn công căn cứ kẻ địch nhanh chóng để ngăn việc các đợt lên cao[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Tiêu diệt 2 [accent]lõi trụ sở[] trước.\n[accent]Tiếp cận quặng thori[].
|
||||||
|
atolls.mega1 = Vào [accent]chế độ mệnh lệnh[] và chọn các đơn vị :mega:[accent]Mega[].
|
||||||
|
atolls.mega2 = Chọn lệnh \ue87b [accent]Nhận Đơn Vị[] để các đơn vị Mega nhận các đơn vị lục quân.
|
||||||
|
atolls.mega3 = Di chuyển các đơn vị Mega [accent]phía trên[] các đơn vị lục quân để nhận chúng.
|
||||||
|
atolls.mega4 = [accent]Thả các đơn vị lục quân ở đây để tấn công.
|
||||||
|
atolls.mega5 = Chọn lệnh \ue879 [accent]Dỡ Khối Hàng[] để các đơn vị Mega thả các đơn vị chúng đã mang theo.
|
||||||
|
atolls.mega6 = Các đơn vị sẽ [accent]được thả tự động[] ngay khi lệnh \ue879 Dỡ Khối Hàng được chọn.
|
||||||
|
atolls.mega7 = Các đơn vị Mega[accent]sẽ không[] thả đơn vị lục quân khi chúng ở trên tường hoặc nước sâu.
|
||||||
|
atolls.mega8 = [accent]Thả các đơn vị thủy quân ở đây để tấn công.[]
|
||||||
|
atolls.attack1 = 1: Thả các đơn vị lục quân ở đây để tấn công từ vị trí này.
|
||||||
|
atolls.attack2 = 2: Ngoài ra, thả các đơn vị thủy quân ở đây để tấn công bất ngờ.
|
||||||
|
atolls.carry1 = Mang các đơn vị lục quân cần có các đơn vị :mega:[accent]Mega[].
|
||||||
|
atolls.carry2 = 1: Ra lệnh các đơn vị Mega để [accent]di chuyển bên trên[] các đơn vị lục quân.
|
||||||
|
atolls.carry3 = 2: Chọn lệnh \ue87b [accent]Nhận Đơn Vị[] để yêu cầu nhận các đơn vị lục quân với các đơn vị Mega.
|
||||||
|
atolls.carry4 = 3: Ra lệnh và di chuyển Mega [accent]chứa các đơn vị[].
|
||||||
|
atolls.carry5 = 4: Chọn lệnh \ue879 [accent]'Dỡ Khối Hàng'[] để các đơn vị Mega thả các đơn vị lục quân.
|
||||||
|
atolls.carry6 = Những bước này có thể xem lại [accent]ở đây[].
|
||||||
|
atolls.carry7 = Làm theo các bước hướng dẫn để không vận thêm nhiều đơn vị gần căn cứ kẻ địch.
|
||||||
|
atolls.noairunit = Căn cứ này được phòng thủ quá kiên cố nên không thể bị phá hủy bằng không quân.
|
||||||
|
atolls.2strategies = Có hai chiến lược để phá hủy căn cứ này.
|
||||||
|
|
||||||
onset.mine = Nhấn để khai thác :beryllium: [accent]beryl[] từ tường.\n\nSử dụng [accent][[WASD] để di chuyển.
|
onset.mine = Nhấn để khai thác :beryllium: [accent]beryl[] từ tường.\n\nSử dụng [accent][[WASD] để di chuyển.
|
||||||
onset.mine.mobile = Nhấp để khai thác :beryllium: [accent]beryl[] từ tường.
|
onset.mine.mobile = Nhấp để khai thác :beryllium: [accent]beryl[] từ tường.
|
||||||
onset.research = Mở :tree: cây công nghệ.\nNghiên cứu, sau đó đặt :turbine-condenser: [accent]tua-bin điện tụ nước[] trên lỗ hơi nước.\nĐiều này sẽ tạo ra [accent]điện[].
|
onset.research = Mở :tree: cây công nghệ.\nNghiên cứu, sau đó đặt :turbine-condenser: [accent]tua-bin điện tụ nước[] trên lỗ hơi nước.\nĐiều này sẽ tạo ra [accent]điện[].
|
||||||
@@ -2136,7 +2210,7 @@ aegis.tungsten = Tungsten có thể khai thác bằng [accent]khoan thủy lực
|
|||||||
|
|
||||||
split.pickup = Một số khối có thể được mang theo bởi đơn vị từ lõi.\nNhấn vào [accent]thùng chứa[] và đặt nó lên [accent]máy nạp vật phẩm[].\n(Phím mặc định là [[ và ] để mang theo và thả)
|
split.pickup = Một số khối có thể được mang theo bởi đơn vị từ lõi.\nNhấn vào [accent]thùng chứa[] và đặt nó lên [accent]máy nạp vật phẩm[].\n(Phím mặc định là [[ và ] để mang theo và thả)
|
||||||
split.pickup.mobile = Một số khối có thể được mang theo bởi đơn vị từ lõi.\nNhấp vào [accent]thùng chứa[] và đặt nó lên [accent]máy nạp vật phẩm[].\n(Để mang theo hoặc thả thứ gì đó, ấn giữ nó một chút.)
|
split.pickup.mobile = Một số khối có thể được mang theo bởi đơn vị từ lõi.\nNhấp vào [accent]thùng chứa[] và đặt nó lên [accent]máy nạp vật phẩm[].\n(Để mang theo hoặc thả thứ gì đó, ấn giữ nó một chút.)
|
||||||
split.acquire = Bạn cần một số tungsten để sản xuất đơn vị.
|
split.acquire = Khai thác một ít tungsten để sản xuất đơn vị.
|
||||||
split.build = Đơn vị phải được vận chuyển đến phía bên kia của tường.\nĐặt hai [accent]Máy phóng từ trường khối hàng[], một ở mỗi bên của tường.\nĐặt liên kết bằng cách nhấp vào một trong số chúng, sau đó chọn cái còn lại.
|
split.build = Đơn vị phải được vận chuyển đến phía bên kia của tường.\nĐặt hai [accent]Máy phóng từ trường khối hàng[], một ở mỗi bên của tường.\nĐặt liên kết bằng cách nhấp vào một trong số chúng, sau đó chọn cái còn lại.
|
||||||
split.container = Tương tự như thùng chứa, đơn vị cũng có thể được vận chuyển bằng [accent]Máy phóng từ trường khối hàng[].\nĐặt một máy chế tạo đơn vị cạnh máy phóng từ trường để nạp chúng, sau đó gửi chúng qua tường để tấn công căn cứ địch.
|
split.container = Tương tự như thùng chứa, đơn vị cũng có thể được vận chuyển bằng [accent]Máy phóng từ trường khối hàng[].\nĐặt một máy chế tạo đơn vị cạnh máy phóng từ trường để nạp chúng, sau đó gửi chúng qua tường để tấn công căn cứ địch.
|
||||||
|
|
||||||
@@ -2323,7 +2397,7 @@ block.payload-conveyor.description = Di chuyển những khối hàng lớn, ch
|
|||||||
block.payload-router.description = Tách những khối hàng đầu vào thành 3 hướng đầu ra. Hoạt động như một bộ lọc khi được thiết lập. Từ tính. Sử dụng ở những môi trường không trọng lực.
|
block.payload-router.description = Tách những khối hàng đầu vào thành 3 hướng đầu ra. Hoạt động như một bộ lọc khi được thiết lập. Từ tính. Sử dụng ở những môi trường không trọng lực.
|
||||||
block.ground-factory.description = Sản xuất đơn vị bộ binh. Các đơn vị đầu ra có thể được sử dụng trực tiếp, hoặc đưa vào máy tái thiết để nâng cấp.
|
block.ground-factory.description = Sản xuất đơn vị bộ binh. Các đơn vị đầu ra có thể được sử dụng trực tiếp, hoặc đưa vào máy tái thiết để nâng cấp.
|
||||||
block.air-factory.description = Sản xuất đơn vị không quân. Các đơn vị đầu ra có thể được sử dụng trực tiếp, hoặc đưa vào máy tái thiết để nâng cấp.
|
block.air-factory.description = Sản xuất đơn vị không quân. Các đơn vị đầu ra có thể được sử dụng trực tiếp, hoặc đưa vào máy tái thiết để nâng cấp.
|
||||||
block.naval-factory.description = Sản xuất đơn vị hải quân. Các đơn vị đầu ra có thể được sử dụng trực tiếp, hoặc đưa vào máy tái thiết để nâng cấp.
|
block.naval-factory.description = Sản xuất đơn vị thủy quân. Các đơn vị đầu ra có thể được sử dụng trực tiếp, hoặc đưa vào máy tái thiết để nâng cấp.
|
||||||
block.additive-reconstructor.description = Nâng cấp đơn vị đầu vào lên cấp thứ hai.
|
block.additive-reconstructor.description = Nâng cấp đơn vị đầu vào lên cấp thứ hai.
|
||||||
block.multiplicative-reconstructor.description = Nâng cấp đơn vị đầu vào lên cấp thứ ba.
|
block.multiplicative-reconstructor.description = Nâng cấp đơn vị đầu vào lên cấp thứ ba.
|
||||||
block.exponential-reconstructor.description = Nâng cấp đơn vị đầu vào lên cấp thứ bốn.
|
block.exponential-reconstructor.description = Nâng cấp đơn vị đầu vào lên cấp thứ bốn.
|
||||||
@@ -2466,7 +2540,7 @@ unit.risso.description = Bắn chùm tên lửa và đạn vào các mục tiêu
|
|||||||
unit.minke.description = Bắn chùm đạn và đạn tiêu chuẩn vào các mục tiêu kẻ địch trên mặt đất.
|
unit.minke.description = Bắn chùm đạn và đạn tiêu chuẩn vào các mục tiêu kẻ địch trên mặt đất.
|
||||||
unit.bryde.description = Bắn đạn tầm xa và tên lửa vào các mục tiêu kẻ địch.
|
unit.bryde.description = Bắn đạn tầm xa và tên lửa vào các mục tiêu kẻ địch.
|
||||||
unit.sei.description = Bắn chùm tên lửa và đạn xuyên giáp vào các mục tiêu kẻ địch.
|
unit.sei.description = Bắn chùm tên lửa và đạn xuyên giáp vào các mục tiêu kẻ địch.
|
||||||
unit.omura.description = Bắn đạn điện trường xuyên giáp tầm xa vào các mục tiêu kẻ địch. Tạo ra các đơn vị Flare.
|
unit.omura.description = Bắn đạn điện trường xuyên giáp tầm xa vào các mục tiêu kẻ địch.
|
||||||
unit.alpha.description = Bảo vệ lõi Cơ sở khỏi kẻ địch. Có thể xây dựng.
|
unit.alpha.description = Bảo vệ lõi Cơ sở khỏi kẻ địch. Có thể xây dựng.
|
||||||
unit.beta.description = Bảo vệ lõi Trụ sở khỏi kẻ địch. Có thể xây dựng.
|
unit.beta.description = Bảo vệ lõi Trụ sở khỏi kẻ địch. Có thể xây dựng.
|
||||||
unit.gamma.description = Bảo vệ lõi Trung tâm khỏi kẻ địch. Có thể xây dựng.
|
unit.gamma.description = Bảo vệ lõi Trung tâm khỏi kẻ địch. Có thể xây dựng.
|
||||||
@@ -2479,9 +2553,9 @@ 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.
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Tên người chơi của máy khách đang chạy đoạn
|
|||||||
lglobal.@clientTeam = Định danh đội của máy khách đang chạy đoạn mã
|
lglobal.@clientTeam = Định danh đội của máy khách đang chạy đoạn mã
|
||||||
lglobal.@clientMobile = True nếu máy khách đang chạy đoạn mã trên thiết bị di động, ngược lại là false
|
lglobal.@clientMobile = True nếu máy khách đang chạy đoạn mã trên thiết bị di động, ngược lại là false
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logic xây dựng đơn vị không được phép ở đây.
|
|
||||||
|
|
||||||
lenum.type = Kiểu của công trình/đơn vị.\nVí dụ cho Bộ phân phát (router), nó sẽ trả về [accent]@router[].\nKhông phải một chuỗi.
|
lenum.type = Kiểu của công trình/đơn vị.\nVí dụ cho Bộ phân phát (router), nó sẽ trả về [accent]@router[].\nKhông phải một chuỗi.
|
||||||
lenum.shoot = Bắn vào một vị trí.
|
lenum.shoot = Bắn vào một vị trí.
|
||||||
lenum.shootp = Bắn vào một đơn vị/công trình với tốc độ dự đoán.
|
lenum.shootp = Bắn vào một đơn vị/công trình với tốc độ dự đoán.
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Độ rộng của một khối hiển thị tính bằng
|
|||||||
laccess.displayheight = Độ cao của một khối hiển thị tính bằng pixel.
|
laccess.displayheight = Độ cao của một khối hiển thị tính bằng pixel.
|
||||||
laccess.buffersize = Với khối thông điệp: Độ dài của nội dung.\nVới khối hiển thị: Số lượng chỉ lệnh đồ họa chưa thực hiện.
|
laccess.buffersize = Với khối thông điệp: Độ dài của nội dung.\nVới khối hiển thị: Số lượng chỉ lệnh đồ họa chưa thực hiện.
|
||||||
laccess.operations = Số thao tác thực hiện trên khối.\nVới khối hiển thị, trả về số thao tác drawflush.
|
laccess.operations = Số thao tác thực hiện trên khối.\nVới khối hiển thị, trả về số thao tác drawflush.
|
||||||
|
laccess.maxunits = Số lượng đơn vị tối đa mà một đội có thể có.\nChỉ có thể nhận được từ các lõi.
|
||||||
|
|
||||||
lcategory.unknown = Không xác định
|
lcategory.unknown = Không xác định
|
||||||
lcategory.unknown.description = Chỉ lệnh không được phân loại.
|
lcategory.unknown.description = Chỉ lệnh không được phân loại.
|
||||||
@@ -2635,7 +2708,7 @@ graphicstype.linerect = Vẽ đường viền một hình chữ nhật.
|
|||||||
graphicstype.poly = Tô một đa giác đều.
|
graphicstype.poly = Tô một đa giác đều.
|
||||||
graphicstype.linepoly = Vẽ đường viền một đa giác đều.
|
graphicstype.linepoly = Vẽ đường viền một đa giác đều.
|
||||||
graphicstype.triangle = Tô một hình tam giác.
|
graphicstype.triangle = Tô một hình tam giác.
|
||||||
graphicstype.image = Vẽ hình ảnh một số nội dung.\nVí dụ: [accent]@router[] hoặc [accent]@dagger[].
|
graphicstype.image = Vẽ hình ảnh một số nội dung hoặc sao chép màn hình hiển thị khác.\nVí dụ: nội dung [accent]@router[], [accent]@dagger[] hoặc một màn hình [accent]display1[].
|
||||||
graphicstype.print = Vẽ văn bản từ bộ đệm in.\nChỉ được phép dùng các kí tự ASCII.\nLàm sạch bộ đệm.
|
graphicstype.print = Vẽ văn bản từ bộ đệm in.\nChỉ được phép dùng các kí tự ASCII.\nLàm sạch bộ đệm.
|
||||||
|
|
||||||
lenum.always = Luôn đúng.
|
lenum.always = Luôn đúng.
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = < 核心正在遭受攻击! >
|
|||||||
nearpoint = [[ [scarlet]立即离开敌人出生点[] ]\n摧毁在即
|
nearpoint = [[ [scarlet]立即离开敌人出生点[] ]\n摧毁在即
|
||||||
database = 核心数据库
|
database = 核心数据库
|
||||||
database.button = 数据库
|
database.button = 数据库
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 保存游戏
|
savegame = 保存游戏
|
||||||
loadgame = 载入游戏
|
loadgame = 载入游戏
|
||||||
joingame = 加入游戏
|
joingame = 加入游戏
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]互相依赖
|
|||||||
mod.incompletedependencies = [red]依赖缺失
|
mod.incompletedependencies = [red]依赖缺失
|
||||||
|
|
||||||
mod.requiresversion.details = 需要游戏版本:[accent]{0}[]\n你的游戏版本过低。此模组需要更新的游戏版本(可能是测试版或开发版)才能正常运行。
|
mod.requiresversion.details = 需要游戏版本:[accent]{0}[]\n你的游戏版本过低。此模组需要更新的游戏版本(可能是测试版或开发版)才能正常运行。
|
||||||
mod.incompatiblemod.details = 此模组与最新版本的游戏不兼容。作者需要更新该模组,并在其 [accent]mod.json[] 文件中添加 [accent]minGameVersion: 147[]。
|
mod.incompatiblemod.details = 此模组与最新版本的游戏不兼容。作者需要更新该模组,并在其 [accent]mod.json[] 文件中添加 [accent]minGameVersion: 154[]。
|
||||||
mod.blacklisted.details = 此模组已被手动列入黑名单,因为它会导致崩溃或其他问题。请勿使用此模组。
|
mod.blacklisted.details = 此模组已被手动列入黑名单,因为它会导致崩溃或其他问题。请勿使用此模组。
|
||||||
mod.missingdependencies.details = 此模组缺少以下依赖项:{0}
|
mod.missingdependencies.details = 此模组缺少以下依赖项:{0}
|
||||||
mod.erroredcontent.details = 此模组加载时出现错误。请联系模组作者修复。
|
mod.erroredcontent.details = 此模组加载时出现错误。请联系模组作者修复。
|
||||||
@@ -351,9 +353,9 @@ save.wave = 波次 {0}
|
|||||||
save.mode = 游戏模式:{0}
|
save.mode = 游戏模式:{0}
|
||||||
save.date = 最后保存时间:{0}
|
save.date = 最后保存时间:{0}
|
||||||
save.playtime = 游戏时长:{0}
|
save.playtime = 游戏时长:{0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = 不再显示
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = 32位架构弃用警告
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = 你正在游玩[red]32位[]版本的Mindustry。\nJava在新版本中弃用了对32位Windows的支持,[red]因此将在未来终止支持32位架构[]。\n\n请使用64位平台游玩,并且确保你下载的是64位的Mindustry。\n\n如果你通过运行JAR文件玩Mindustry,确保使用的是64位的Java。
|
||||||
warning = 警告!
|
warning = 警告!
|
||||||
confirm = 确认
|
confirm = 确认
|
||||||
delete = 删除
|
delete = 删除
|
||||||
@@ -448,9 +450,9 @@ 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.showblocks = 显示建筑
|
||||||
editor.showterrain = Show Terrain
|
editor.showterrain = 显示墙体
|
||||||
editor.showfloor = Show Floor
|
editor.showfloor = 显示地板
|
||||||
editor.planet = 星球:
|
editor.planet = 星球:
|
||||||
editor.sector = 区块:
|
editor.sector = 区块:
|
||||||
editor.seed = 种子:
|
editor.seed = 种子:
|
||||||
@@ -467,6 +469,14 @@ editor.rules = 规则
|
|||||||
editor.generation = 生成
|
editor.generation = 生成
|
||||||
editor.objectives = 目标
|
editor.objectives = 目标
|
||||||
editor.locales = 本地化语言包
|
editor.locales = 本地化语言包
|
||||||
|
editor.patches.guide = 数据包指南
|
||||||
|
editor.patches = 数据包
|
||||||
|
editor.patch = 补丁集: {0}
|
||||||
|
editor.patches.none = [lightgray]未加载补丁集。
|
||||||
|
editor.patches.errors = 补丁集出错
|
||||||
|
editor.patches.importerror = 导入补丁集失败
|
||||||
|
editor.patches.delete.confirm = 您确定要删除此补丁集吗?
|
||||||
|
editor.patch.fields = {0} 处变动
|
||||||
editor.worldprocessors = 世界处理器
|
editor.worldprocessors = 世界处理器
|
||||||
editor.worldprocessors.editname = 命名
|
editor.worldprocessors.editname = 命名
|
||||||
editor.worldprocessors.none = [lightgray]未找到世界处理器!\n请在地图编辑器中添加或使用下方的 \ue813 添加按钮。
|
editor.worldprocessors.none = [lightgray]未找到世界处理器!\n请在地图编辑器中添加或使用下方的 \ue813 添加按钮。
|
||||||
@@ -598,8 +608,8 @@ toolmode.fillteams = 填充队伍
|
|||||||
toolmode.fillteams.description = 填充队伍而不是方块。
|
toolmode.fillteams.description = 填充队伍而不是方块。
|
||||||
toolmode.fillerase = 填充擦除
|
toolmode.fillerase = 填充擦除
|
||||||
toolmode.fillerase.description = 擦除相同类型的方块。
|
toolmode.fillerase.description = 擦除相同类型的方块。
|
||||||
toolmode.fillcliffs = Fill Cliffs
|
toolmode.fillcliffs = 填充悬崖
|
||||||
toolmode.fillcliffs.description = Turns walls into cliffs.
|
toolmode.fillcliffs.description = 将墙壁转换为悬崖。
|
||||||
toolmode.drawteams = 绘制队伍
|
toolmode.drawteams = 绘制队伍
|
||||||
toolmode.drawteams.description = 绘制队伍颜色而不是方块。
|
toolmode.drawteams.description = 绘制队伍颜色而不是方块。
|
||||||
#unused
|
#unused
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]恭喜!\n\n{0}上的敌人已被击败。\n[lightg
|
|||||||
sectorlist = 区块列表
|
sectorlist = 区块列表
|
||||||
sectorlist.attacked = {0} 正在遭受攻击
|
sectorlist.attacked = {0} 正在遭受攻击
|
||||||
sectors.unexplored = [lightgray]未探索
|
sectors.unexplored = [lightgray]未探索
|
||||||
|
sectors.attempts = 尝试次数:
|
||||||
sectors.resources = 资源:
|
sectors.resources = 资源:
|
||||||
sectors.production = 产出:
|
sectors.production = 产出:
|
||||||
sectors.export = 输出:
|
sectors.export = 输出:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = 波次:
|
|||||||
sectors.stored = 贮存:
|
sectors.stored = 贮存:
|
||||||
sectors.resume = 继续
|
sectors.resume = 继续
|
||||||
sectors.launch = 发射
|
sectors.launch = 发射
|
||||||
|
sectors.nolaunchcandidate = 无可用发射区块
|
||||||
sectors.viewsubmission = \ue80d 查看提交
|
sectors.viewsubmission = \ue80d 查看提交
|
||||||
sectors.select = 选择
|
sectors.select = 选择
|
||||||
sectors.launchselect = 选择发射目的地
|
sectors.launchselect = 选择发射目的地
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = 重命名区块
|
|||||||
sectors.enemybase = [scarlet]敌方基地
|
sectors.enemybase = [scarlet]敌方基地
|
||||||
sectors.vulnerable = [scarlet]易受攻击
|
sectors.vulnerable = [scarlet]易受攻击
|
||||||
sectors.underattack = [scarlet]遭到攻击![accent]受损 {0}%
|
sectors.underattack = [scarlet]遭到攻击![accent]受损 {0}%
|
||||||
sectors.underattack.nodamage = [scarlet]未占领
|
|
||||||
sectors.survives = [accent]撑过 {0} 波攻击
|
|
||||||
sectors.go = 进入
|
sectors.go = 进入
|
||||||
sector.abandon = 遗弃
|
sector.abandon = 遗弃
|
||||||
sector.abandon.confirm = 该区块的核心将自毁。\n确定吗?
|
sector.abandon.confirm = 该区块的核心将自毁。\n确定吗?
|
||||||
sector.curcapture = 区块已占领
|
sector.curcapture = 区块已占领
|
||||||
|
sector.lockdown = [red]:warning:[accent] 区块正受到攻击。\n[lightgray]生产、研究、发射台物流已停用。
|
||||||
sector.curlost = 区块已失守
|
sector.curlost = 区块已失守
|
||||||
sector.missingresources = [scarlet]建造核心所需的资源不足
|
sector.missingresources = [scarlet]建造核心所需的资源不足
|
||||||
sector.attacked = 区块 [accent]{0}[white] 正在遭受攻击!
|
sector.attacked = 区块 [accent]{0}[white] 正在遭受攻击!
|
||||||
@@ -875,11 +886,12 @@ sector.navalFortress.name = 海军要塞
|
|||||||
sector.polarAerodrome.name = 极地空港
|
sector.polarAerodrome.name = 极地空港
|
||||||
sector.atolls.name = 环礁群岛
|
sector.atolls.name = 环礁群岛
|
||||||
sector.testingGrounds.name = 实验禁区
|
sector.testingGrounds.name = 实验禁区
|
||||||
sector.seaPort.name = 边海港口
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = 风化海峡
|
sector.weatheredChannels.name = 风化海峡
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
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.sunkenPier.name = 沉没码头
|
||||||
sector.cruxscape.name = 赤色总部
|
sector.cruxscape.name = 赤色总部
|
||||||
sector.geothermalStronghold.name = 熔石要塞
|
sector.geothermalStronghold.name = 熔石要塞
|
||||||
|
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = 最终目标。\n\n这个海岸基地有
|
|||||||
sector.coastline.description = 在这个地点发现了海军单位科技的遗迹。击退敌人的进攻,夺取这个区域,并研究科技。
|
sector.coastline.description = 在这个地点发现了海军单位科技的遗迹。击退敌人的进攻,夺取这个区域,并研究科技。
|
||||||
sector.navalFortress.description = 敌人在一个偏远且自然防御的岛屿上建立了基地。摧毁这个前哨,获得高级海军科技并进行研究。
|
sector.navalFortress.description = 敌人在一个偏远且自然防御的岛屿上建立了基地。摧毁这个前哨,获得高级海军科技并进行研究。
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP,map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP,map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP,map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP,map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP,map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP,map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP,map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = 始发地区
|
sector.onset.name = 始发地区
|
||||||
sector.aegis.name = 庇护前哨
|
sector.aegis.name = 庇护前哨
|
||||||
sector.lake.name = 岩浆湖
|
sector.lake.name = 岩浆湖
|
||||||
@@ -966,7 +963,7 @@ status.overdrive.name = 过载
|
|||||||
status.overclock.name = 超频
|
status.overclock.name = 超频
|
||||||
status.shocked.name = 电击
|
status.shocked.name = 电击
|
||||||
status.blasted.name = 爆炸
|
status.blasted.name = 爆炸
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = 腐蚀
|
||||||
status.unmoving.name = 静止
|
status.unmoving.name = 静止
|
||||||
status.boss.name = Boss
|
status.boss.name = Boss
|
||||||
|
|
||||||
@@ -1014,10 +1011,11 @@ 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.frequency = 频率
|
||||||
stat.targetsair = 攻击空中单位
|
stat.targetsair = 攻击空中单位
|
||||||
stat.targetsground = 攻击地面单位
|
stat.targetsground = 攻击地面单位
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = 碾压伤害
|
||||||
|
stat.legsplashdamage = 践踏伤害
|
||||||
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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = 物品容量
|
|||||||
stat.memorycapacity = 内存容量
|
stat.memorycapacity = 内存容量
|
||||||
stat.basepowergeneration = 基础电力输出
|
stat.basepowergeneration = 基础电力输出
|
||||||
stat.productiontime = 生产时间
|
stat.productiontime = 生产时间
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = 建筑完全修复时间
|
stat.repairtime = 建筑完全修复时间
|
||||||
stat.repairspeed = 修理速度
|
stat.repairspeed = 修理速度
|
||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = 开火速率
|
|||||||
stat.ammo = 弹药
|
stat.ammo = 弹药
|
||||||
stat.shieldhealth = 护盾容量
|
stat.shieldhealth = 护盾容量
|
||||||
stat.cooldowntime = 冷却时间
|
stat.cooldowntime = 冷却时间
|
||||||
|
stat.regenerationrate = 恢复率
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = 爆炸性
|
stat.explosiveness = 爆炸性
|
||||||
stat.basedeflectchance = 基础反射概率
|
stat.basedeflectchance = 基础反射概率
|
||||||
stat.lightningchance = 激发闪电概率
|
stat.lightningchance = 激发闪电概率
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = 可采集矿物
|
|||||||
stat.payloadcapacity = 载荷容量
|
stat.payloadcapacity = 载荷容量
|
||||||
stat.abilities = 能力
|
stat.abilities = 能力
|
||||||
stat.canboost = 可助推
|
stat.canboost = 可助推
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = 空中单位
|
stat.flying = 空中单位
|
||||||
stat.ammouse = 弹药
|
stat.ammouse = 弹药
|
||||||
stat.ammocapacity = 弹药容量
|
stat.ammocapacity = 弹药容量
|
||||||
@@ -1122,7 +1124,7 @@ 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.deflectchance = [stat]{0}%[lightgray] 反弹概率
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
||||||
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = 发射冷却
|
|||||||
bar.input = 输入
|
bar.input = 输入
|
||||||
bar.output = 输出
|
bar.output = 输出
|
||||||
bar.strength = [stat]{0}[lightgray]x 效率
|
bar.strength = [stat]{0}[lightgray]x 效率
|
||||||
|
bar.regenerationrate = [stat]{0}/秒[lightgray] 恢复率
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]由处理器控制
|
units.processorcontrol = [lightgray]由处理器控制
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] 伤害
|
bullet.damage = [stat]{0}[lightgray] 伤害
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~ [stat]{1}[lightgray] 格
|
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~ [stat]{1}[lightgray] 格
|
||||||
bullet.incendiary = [stat]燃烧
|
bullet.incendiary = [stat]燃烧
|
||||||
bullet.homing = [stat]追踪
|
bullet.homing = [stat]追踪
|
||||||
bullet.armorpierce = [stat]穿甲
|
bullet.armorpierce = [stat]穿甲
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
||||||
bullet.suppression = [stat]{0} 秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
bullet.suppression = [stat]{0} 秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
||||||
bullet.frags = [stat]{0}[lightgray]x 分裂子弹:
|
bullet.frags = [stat]{0}[lightgray]x 分裂子弹:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 闪电 ~ [stat]{1} [lightgray]伤害
|
bullet.lightning = [stat]{0}[lightgray]x 闪电 ~ [stat]{1} [lightgray]伤害
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 对建筑伤害
|
bullet.buildingdamage = [stat]{0}%[lightgray] 对建筑伤害
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] 护盾伤害
|
bullet.shielddamage = [stat]{0}%[lightgray] 护盾伤害
|
||||||
bullet.knockback = [stat]{0}[lightgray] 击退
|
bullet.knockback = [stat]{0}[lightgray] 击退
|
||||||
bullet.pierce = [stat]{0}[lightgray]x 穿透
|
bullet.pierce = [stat]{0}[lightgray]x 穿透
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = 液体/秒
|
|||||||
unit.itemssecond = 物品/秒
|
unit.itemssecond = 物品/秒
|
||||||
unit.liquidunits = 液体
|
unit.liquidunits = 液体
|
||||||
unit.powerunits = 电力
|
unit.powerunits = 电力
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = 单位热量
|
unit.heatunits = 单位热量
|
||||||
unit.degrees = 度
|
unit.degrees = 度
|
||||||
unit.seconds = 秒
|
unit.seconds = 秒
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = 发
|
unit.shots = 发
|
||||||
unit.pershot = /发
|
unit.pershot = /发
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = 用途
|
category.purpose = 用途
|
||||||
category.general = 基础
|
category.general = 基础
|
||||||
category.power = 电力
|
category.power = 电力
|
||||||
@@ -1345,7 +1365,7 @@ keybind.unit_command_repair.name = 单位命令:修复
|
|||||||
keybind.unit_command_rebuild.name = 单位命令:重建
|
keybind.unit_command_rebuild.name = 单位命令:重建
|
||||||
keybind.unit_command_assist.name = 单位命令:协助建造
|
keybind.unit_command_assist.name = 单位命令:协助建造
|
||||||
keybind.unit_command_mine.name = 单位命令:采矿
|
keybind.unit_command_mine.name = 单位命令:采矿
|
||||||
keybind.unit_command_boost.name = 单位命令单位命令:助推
|
keybind.unit_command_boost.name = 单位命令:助推
|
||||||
keybind.unit_command_load_units.name = 单位命令:拾取单位
|
keybind.unit_command_load_units.name = 单位命令:拾取单位
|
||||||
keybind.unit_command_load_blocks.name = 单位命令:拾取建筑
|
keybind.unit_command_load_blocks.name = 单位命令:拾取建筑
|
||||||
keybind.unit_command_unload_payload.name = 单位命令:卸载载荷
|
keybind.unit_command_unload_payload.name = 单位命令:卸载载荷
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = 隐藏禁用的建筑
|
|||||||
rules.infiniteresources = 无限资源
|
rules.infiniteresources = 无限资源
|
||||||
rules.fillitems = 填满核心
|
rules.fillitems = 填满核心
|
||||||
rules.onlydepositcore = 资源仅可丢入核心
|
rules.onlydepositcore = 资源仅可丢入核心
|
||||||
|
rules.coreunloaders = 允许装卸器贴核使用
|
||||||
|
rules.coreunloaders.info = 当启用时,赛普罗的装卸器可以从核心提取物品。\n不影响埃里克尔的管道装卸器。
|
||||||
rules.derelictrepair = 允许修复残骸建筑
|
rules.derelictrepair = 允许修复残骸建筑
|
||||||
rules.reactorexplosions = 允许反应堆爆炸
|
rules.reactorexplosions = 允许反应堆爆炸
|
||||||
rules.coreincinerates = 核心焚烧溢出资源
|
rules.coreincinerates = 核心焚烧溢出资源
|
||||||
@@ -1447,6 +1469,8 @@ 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 = 重置丢失区块
|
||||||
|
rules.clearsectoronloss.info = 如果该区块失守,玩家在前一次尝试中建造的建筑将不会保留。
|
||||||
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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = 清除已败队伍建筑(PvP)
|
|||||||
rules.corecapture = 摧毁后占领核心
|
rules.corecapture = 摧毁后占领核心
|
||||||
rules.polygoncoreprotection = 建造区域按核心位置平分
|
rules.polygoncoreprotection = 建造区域按核心位置平分
|
||||||
rules.placerangecheck = 敌方建筑周围禁建
|
rules.placerangecheck = 敌方建筑周围禁建
|
||||||
|
rules.protectcores = 核心保护
|
||||||
|
rules.protectcores.info = 禁用后,核心禁建区将不会影响该队伍。\n玩家不会被分配到不受保护的队伍。
|
||||||
|
rules.checkplacement = 建筑放置检查
|
||||||
|
rules.checkplacement.info = 禁用后,该队伍的建筑物在放置范围检查中将被忽略。
|
||||||
rules.enemyCheat = 敌人无限资源
|
rules.enemyCheat = 敌人无限资源
|
||||||
rules.blockhealthmultiplier = 建筑生命倍率
|
rules.blockhealthmultiplier = 建筑生命倍率
|
||||||
rules.blockdamagemultiplier = 建筑伤害倍率
|
rules.blockdamagemultiplier = 建筑伤害倍率
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = 单位生命倍率
|
|||||||
rules.unitdamagemultiplier = 单位伤害倍率
|
rules.unitdamagemultiplier = 单位伤害倍率
|
||||||
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
||||||
rules.unitminespeedmultiplier = 单位采矿速度倍率
|
rules.unitminespeedmultiplier = 单位采矿速度倍率
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = 逻辑控制单位建造
|
||||||
|
rules.logicunitdeconstruct = 逻辑控制单位拆除
|
||||||
rules.solarmultiplier = 太阳能发电倍率
|
rules.solarmultiplier = 太阳能发电倍率
|
||||||
rules.unitcapvariable = 核心可增加单位上限
|
rules.unitcapvariable = 核心可增加单位上限
|
||||||
rules.unitpayloadsexplode = 携带的载荷与单位一起爆炸
|
rules.unitpayloadsexplode = 携带的载荷与单位一起爆炸
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = 使波次中生成的单位随机攻击建筑,而非
|
|||||||
rules.placerangecheck.info = 防止玩家在敌方建筑附近放置建筑物。尝试放置炮塔时,范围增加,使炮塔无法攻击敌人。
|
rules.placerangecheck.info = 防止玩家在敌方建筑附近放置建筑物。尝试放置炮塔时,范围增加,使炮塔无法攻击敌人。
|
||||||
rules.onlydepositcore.info = 限制单位仅能将物资丢入核心,不能丢入其他建筑物。
|
rules.onlydepositcore.info = 限制单位仅能将物资丢入核心,不能丢入其他建筑物。
|
||||||
|
|
||||||
content.item.name = 物品
|
database-category.item = Items
|
||||||
content.liquid.name = 液体
|
database-category.liquid = Fluids
|
||||||
content.unit.name = 单位
|
database-category.unit = Units
|
||||||
content.block.name = 建筑
|
database-category.block = Blocks
|
||||||
content.status.name = 状态效果
|
database-category.status = Status Effects
|
||||||
content.sector.name = 战役区块
|
database-category.sector = Sectors
|
||||||
content.team.name = 队伍
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (墙)
|
wallore = (墙)
|
||||||
|
|
||||||
@@ -1705,16 +1750,16 @@ block.metal-tiles-9.name = 金属地基 9
|
|||||||
block.metal-tiles-10.name = 金属地基 10
|
block.metal-tiles-10.name = 金属地基 10
|
||||||
block.metal-tiles-11.name = 金属地基 11
|
block.metal-tiles-11.name = 金属地基 11
|
||||||
block.metal-tiles-12.name = 金属地基 12
|
block.metal-tiles-12.name = 金属地基 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = 金属地基 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = 金属墙 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = 金属墙 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = 金属墙 3
|
||||||
block.colored-floor.name = 染色地板
|
block.colored-floor.name = 染色地板
|
||||||
block.colored-wall.name = 染色墙壁
|
block.colored-wall.name = 染色墙壁
|
||||||
block.character-overlay.name = 标识贴片
|
block.character-overlay.name = 标识贴片
|
||||||
block.character-overlay-white.name = 标识贴片 (白色)
|
block.character-overlay-white.name = 标识贴片 (白色)
|
||||||
block.rune-overlay.name = Rune Overlay
|
block.rune-overlay.name = 符文贴片
|
||||||
block.rune-overlay-crux.name = Rune Overlay (Crux)
|
block.rune-overlay-crux.name = 符文贴片 (红队)
|
||||||
block.dark-panel-1.name = 暗面板 1
|
block.dark-panel-1.name = 暗面板 1
|
||||||
block.dark-panel-2.name = 暗面板 2
|
block.dark-panel-2.name = 暗面板 2
|
||||||
block.dark-panel-3.name = 暗面板 3
|
block.dark-panel-3.name = 暗面板 3
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = [accent]波浪[]炮塔以水作弹药时,会自动扑灭附近
|
|||||||
hint.generator = :combustion-generator: [accent]火力发电机[]燃煤发电,并将电力输送至相邻建筑。\n\n用 :power-node: [accent]电力节点[]可以扩展电力输送范围。
|
hint.generator = :combustion-generator: [accent]火力发电机[]燃煤发电,并将电力输送至相邻建筑。\n\n用 :power-node: [accent]电力节点[]可以扩展电力输送范围。
|
||||||
hint.guardian = [accent]Boss[]单位装甲厚重。[accent]铜[]和[accent]铅[]这类较弱的子弹对其[scarlet]作用不佳[]。\n\n使用高级别炮塔或使用 :graphite: [accent]石墨[]作为 :duo: 双管炮及 :salvo: 齐射炮的弹药来消灭 Boss。
|
hint.guardian = [accent]Boss[]单位装甲厚重。[accent]铜[]和[accent]铅[]这类较弱的子弹对其[scarlet]作用不佳[]。\n\n使用高级别炮塔或使用 :graphite: [accent]石墨[]作为 :duo: 双管炮及 :salvo: 齐射炮的弹药来消灭 Boss。
|
||||||
hint.coreUpgrade = 核心可以通过[accent]在上面覆盖更高等级的核心[]进行升级。\n\n在 :core-shard: [accent]初代核心[]上放置一个 :core-foundation: [accent]次代核心[]。确保周围没有障碍物。
|
hint.coreUpgrade = 核心可以通过[accent]在上面覆盖更高等级的核心[]进行升级。\n\n在 :core-shard: [accent]初代核心[]上放置一个 :core-foundation: [accent]次代核心[]。确保周围没有障碍物。
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = 如果你看到运输单位上方有一个 [red]:tree:[] 图标,说明它的升级版本尚未在科技树中解锁。\n\n必须先在 [accent]:tree: 科技树[] 中完成对应单位的升级研究,才能在重构工厂中生产它。
|
hint.cannotUpgrade = 如果你看到运输单位上方有一个 [red]:tree:[] 图标,说明它的升级版本尚未在科技树中解锁。\n\n必须先在 [accent]:tree: 科技树[] 中完成对应单位的升级研究,才能在重构工厂中生产它。
|
||||||
hint.presetLaunch = 灰色的[accent]着陆区块[],如[accent]冰冻森林[],从其他任何地方发射都可以到达,不需要先占领邻近的区块。\n\n[accent]数字编号的区块[],比如这个,可以[accent]选择性[]占领。
|
hint.presetLaunch = 灰色的[accent]着陆区块[],如[accent]冰冻森林[],从其他任何地方发射都可以到达,不需要先占领邻近的区块。\n\n[accent]数字编号的区块[],比如这个,可以[accent]选择性[]占领。
|
||||||
hint.presetDifficulty = 这个区块受敌人[scarlet]威胁程度很高[]。\n解锁适当的科技,并做好充分准备,否则[accent]不建议[]向这里发射。
|
hint.presetDifficulty = 这个区块受敌人[scarlet]威胁程度很高[]。\n解锁适当的科技,并做好充分准备,否则[accent]不建议[]向这里发射。
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = 波次开始时,范围内的所有建筑都会被摧毁。
|
|||||||
gz.zone3 = 波次即将开始。\n做好准备。
|
gz.zone3 = 波次即将开始。\n做好准备。
|
||||||
gz.finish = 建造更多炮塔,挖掘更多资源,\n击退所有波次以[accent]占领区块[]。
|
gz.finish = 建造更多炮塔,挖掘更多资源,\n击退所有波次以[accent]占领区块[]。
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = 点击墙壁上的 :beryllium: [accent]铍矿[]以手动开采。\n\n使用[accent][[WASD]移动。
|
onset.mine = 点击墙壁上的 :beryllium: [accent]铍矿[]以手动开采。\n\n使用[accent][[WASD]移动。
|
||||||
onset.mine.mobile = 点击墙壁上的 :beryllium: [accent]铍矿[]以手动开采。
|
onset.mine.mobile = 点击墙壁上的 :beryllium: [accent]铍矿[]以手动开采。
|
||||||
onset.research = 打开 :tree: 科技树。\n研究 :turbine-condenser: [accent]涡轮冷凝器[],并放置在喷口上。\n它可以产生[accent]电力[]。
|
onset.research = 打开 :tree: 科技树。\n研究 :turbine-condenser: [accent]涡轮冷凝器[],并放置在喷口上。\n它可以产生[accent]电力[]。
|
||||||
@@ -2466,7 +2540,7 @@ unit.risso.description = 向敌人发射一串导弹与子弹。
|
|||||||
unit.minke.description = 向敌人发射炮弹和标准子弹。
|
unit.minke.description = 向敌人发射炮弹和标准子弹。
|
||||||
unit.bryde.description = 向敌人发射远程炮弹和导弹。
|
unit.bryde.description = 向敌人发射远程炮弹和导弹。
|
||||||
unit.sei.description = 向敌人发射一串导弹与穿甲弹。
|
unit.sei.description = 向敌人发射一串导弹与穿甲弹。
|
||||||
unit.omura.description = 向敌人发射远程穿透轨道炮。自动生产星辉单位。
|
unit.omura.description = 向敌人发射远程穿透轨道炮。
|
||||||
unit.alpha.description = 保护初代核心,可建造建筑。
|
unit.alpha.description = 保护初代核心,可建造建筑。
|
||||||
unit.beta.description = 保护次代核心,可建造建筑。
|
unit.beta.description = 保护次代核心,可建造建筑。
|
||||||
unit.gamma.description = 保护终代核心,可建造建筑。
|
unit.gamma.description = 保护终代核心,可建造建筑。
|
||||||
@@ -2530,7 +2604,7 @@ lst.explosion = 在某个位置生成爆炸。
|
|||||||
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度。
|
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度。
|
||||||
lst.fetch = 按索引查找单位、核心、玩家或建筑物\n索引从 0 开始,以其返回的计数结束。
|
lst.fetch = 按索引查找单位、核心、玩家或建筑物\n索引从 0 开始,以其返回的计数结束。
|
||||||
lst.packcolor = 将 RGBA 各分量(0-1 范围)打包为单个整数,用于绘图或逻辑规则。
|
lst.packcolor = 将 RGBA 各分量(0-1 范围)打包为单个整数,用于绘图或逻辑规则。
|
||||||
lst.unpackcolor = 从打包后的颜色值中解出 RGBA 分量。
|
lst.unpackcolor = 从使用[accent]Pack Color[]打包的颜色值中解压 RGBA 组件。
|
||||||
lst.setrule = 设置地图规则。
|
lst.setrule = 设置地图规则。
|
||||||
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束。
|
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束。
|
||||||
lst.cutscene = 控制玩家游戏视角。
|
lst.cutscene = 控制玩家游戏视角。
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = 运行代码的客户端的玩家名称
|
|||||||
lglobal.@clientTeam = 运行代码的客户端的团队 ID
|
lglobal.@clientTeam = 运行代码的客户端的团队 ID
|
||||||
lglobal.@clientMobile = 如果运行代码的客户端是移动端,则为 true,否则为 false
|
lglobal.@clientMobile = 如果运行代码的客户端是移动端,则为 true,否则为 false
|
||||||
|
|
||||||
logic.nounitbuild = [red]这里不允许单位建造逻辑。
|
|
||||||
|
|
||||||
lenum.type = 建筑和单位的类型,返回一个“类型”而非字符串\n例如对路由器使用,会返回[accent]@router[]
|
lenum.type = 建筑和单位的类型,返回一个“类型”而非字符串\n例如对路由器使用,会返回[accent]@router[]
|
||||||
lenum.shoot = 向某个位置瞄准/射击
|
lenum.shoot = 向某个位置瞄准/射击
|
||||||
lenum.shootp = 根据提前量向某个单位或建筑瞄准/射击
|
lenum.shootp = 根据提前量向某个单位或建筑瞄准/射击
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = 显示屏的宽度(以像素为单位)。
|
|||||||
laccess.displayheight = 显示屏的高度(以像素为单位)。
|
laccess.displayheight = 显示屏的高度(以像素为单位)。
|
||||||
laccess.buffersize = 显示器图形缓冲区中未处理的命令数。
|
laccess.buffersize = 显示器图形缓冲区中未处理的命令数。
|
||||||
laccess.operations = 方块执行操作的次数。\n对于显示屏,返回 drawflush 调用次数。
|
laccess.operations = 方块执行操作的次数。\n对于显示屏,返回 drawflush 调用次数。
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = 未知
|
lcategory.unknown = 未知
|
||||||
lcategory.unknown.description = 未分类的指令
|
lcategory.unknown.description = 未分类的指令
|
||||||
@@ -2642,7 +2715,7 @@ lenum.always = 无条件跳转
|
|||||||
lenum.idiv = 整数除法,返回不带小数的商
|
lenum.idiv = 整数除法,返回不带小数的商
|
||||||
lenum.div = 除法,除以 0 时返回 [accent]null[]
|
lenum.div = 除法,除以 0 时返回 [accent]null[]
|
||||||
lenum.mod = 求除法的余数
|
lenum.mod = 求除法的余数
|
||||||
lenum.emod = 取模,结果总是正数
|
lenum.emod = 标准取模,结果符号取决于除数。
|
||||||
lenum.equal = 相等。转换参数类型后进行比较\n与数字进行比较时,null 转换为 0 ,非 null 对象转换为 1
|
lenum.equal = 相等。转换参数类型后进行比较\n与数字进行比较时,null 转换为 0 ,非 null 对象转换为 1
|
||||||
lenum.notequal = 不相等。转换参数类型后进行比较
|
lenum.notequal = 不相等。转换参数类型后进行比较
|
||||||
lenum.strictequal = 严格相等。不转换参数类型\n可用于准确检查 [accent]null[] 对象
|
lenum.strictequal = 严格相等。不转换参数类型\n可用于准确检查 [accent]null[] 对象
|
||||||
@@ -2689,7 +2762,7 @@ lenum.player = 玩家控制的单位
|
|||||||
lenum.ore = 矿脉
|
lenum.ore = 矿脉
|
||||||
lenum.damaged = 受损的己方建筑
|
lenum.damaged = 受损的己方建筑
|
||||||
lenum.spawn = 敌人出生点\n可以是核心或者某个坐标
|
lenum.spawn = 敌人出生点\n可以是核心或者某个坐标
|
||||||
lenum.building = 某个分类下的建筑
|
lenum.building = 建筑
|
||||||
|
|
||||||
lenum.core = 核心
|
lenum.core = 核心
|
||||||
lenum.storage = 仓储建筑(容器/仓库)
|
lenum.storage = 仓储建筑(容器/仓库)
|
||||||
@@ -2730,7 +2803,7 @@ unitlocate.group = 所搜寻的建筑分类
|
|||||||
playsound.limit = 如果为真,则阻止该声音在同一帧内重复播放。
|
playsound.limit = 如果为真,则阻止该声音在同一帧内重复播放。
|
||||||
|
|
||||||
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
|
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
|
||||||
lenum.stop = 停止移动/采矿/建造动作
|
lenum.stop = 停止
|
||||||
lenum.unbind = 停用单位的逻辑控制\n恢复常规 AI
|
lenum.unbind = 停用单位的逻辑控制\n恢复常规 AI
|
||||||
lenum.move = 移动到某个位置
|
lenum.move = 移动到某个位置
|
||||||
lenum.approach = 靠近某个位置至一定的距离内
|
lenum.approach = 靠近某个位置至一定的距离内
|
||||||
@@ -2743,17 +2816,17 @@ lenum.itemtake = 从建筑中取出某种物品
|
|||||||
lenum.paydrop = 卸下当前载荷
|
lenum.paydrop = 卸下当前载荷
|
||||||
lenum.paytake = 从当前位置拾取载荷
|
lenum.paytake = 从当前位置拾取载荷
|
||||||
lenum.payenter = 进入/降落到单位下方的荷载方块中
|
lenum.payenter = 进入/降落到单位下方的荷载方块中
|
||||||
lenum.flag = 给单位赋予数字形式的标记
|
lenum.flag = 赋予单位数字形式的标记
|
||||||
lenum.mine = 从某个位置采集矿物
|
lenum.mine = 从某个位置采集矿物
|
||||||
lenum.build = 建造建筑
|
lenum.build = 建造建筑
|
||||||
lenum.getblock = 根据坐标获取建筑物、环境块和环境墙体类型。\n单位必须在位置范围内,否则返回空值。
|
lenum.getblock = 根据坐标获取建筑物、环境块和环境墙体类型。\n单位必须在位置范围内,否则返回空值。
|
||||||
lenum.within = 检查单位是否接近了某个位置
|
lenum.within = 检查单位是否接近了某个位置
|
||||||
lenum.boost = 开始/停止助推
|
lenum.boost = 开始/停止助推
|
||||||
|
|
||||||
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
lenum.flushtext = 如果适用,将打印缓冲区的内容刷新到标记。\n如果[accent]Fetch[]设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
||||||
lenum.texture = 直接来自游戏纹理图集的纹理名称(使用 kebab-case 命名风格)。\n如果 printFlush 设置为 true,则将文本缓冲区内容作为文本参数消耗。
|
lenum.texture = 直接来自游戏纹理图集的纹理名称(使用 kebab-case 命名风格)。\n如果[accent]Print Flush[]设置为 true,则将文本缓冲区内容作为文本参数消耗。
|
||||||
lenum.texturesize = 纹理的大小(格)。零值将标记宽度缩放为原始纹理的大小。
|
lenum.texturesize = 纹理的大小(格)。零值将标记宽度缩放为原始纹理的大小。
|
||||||
lenum.autoscale = 是否根据玩家的缩放级别缩放标记。
|
lenum.autoscale = 标记是否根据玩家屏幕的缩放级别缩放
|
||||||
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
||||||
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
||||||
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
||||||
@@ -2763,24 +2836,24 @@ lenum.wave = 当前波数,可以是非波次模式下的任何值
|
|||||||
lenum.currentwavetime = 波次倒计时(以 tick 为单位)
|
lenum.currentwavetime = 波次倒计时(以 tick 为单位)
|
||||||
lenum.waves = 波次是否可以生成
|
lenum.waves = 波次是否可以生成
|
||||||
lenum.wavesending = 是否可以通过播放按钮手动生成波次
|
lenum.wavesending = 是否可以通过播放按钮手动生成波次
|
||||||
lenum.attackmode = 确定游戏模式是否为攻击模式
|
lenum.attackmode = 游戏是否为进攻模式
|
||||||
lenum.wavespacing = 波次之间的时间(以 tick 为单位)
|
lenum.wavespacing = 波次之间的时间间隔(以 tick 为单位)
|
||||||
lenum.enemycorebuildradius = 敌人核心半径周围无建筑区
|
lenum.enemycorebuildradius = 敌人核心禁建范围半径
|
||||||
lenum.dropzoneradius = 敌人出生点周围的半径
|
lenum.dropzoneradius = 敌人出生点范围半径
|
||||||
lenum.unitcap = 基本单位上限。但仍然可以通过方块增加
|
lenum.unitcap = 基本单位上限。但仍然可以通过方块增加
|
||||||
lenum.lighting = 是否启用环境光
|
lenum.lighting = 是否启用环境光
|
||||||
lenum.buildspeed = 建筑速度倍率
|
lenum.buildspeed = 建造速度倍率
|
||||||
lenum.unithealth = 单位受伤减免,计算方式是伤害除以减免值
|
lenum.unithealth = 单位受伤减免,计算方式是伤害除以减免值
|
||||||
lenum.unitbuildspeed = 单元工厂建造单元的速度
|
lenum.unitbuildspeed = 单位工厂建造单位的速度
|
||||||
lenum.unitcost = 单位建设所需资源的倍率
|
lenum.unitcost = 建造单位所需资源的倍率
|
||||||
lenum.unitdamage = 单位造成多少伤害
|
lenum.unitdamage = 单位伤害倍率
|
||||||
lenum.blockhealth = 建筑初始拥有的生命值
|
lenum.blockhealth = 建筑初始生命值倍率
|
||||||
lenum.blockdamage = 炮塔伤害
|
lenum.blockdamage = 建筑伤害倍率
|
||||||
lenum.rtsminweight = 部队发动攻击所需的最小“优势”。数值越高,越谨慎。
|
lenum.rtsminweight = 部队发动攻击所需的最小“优势”。数值越高,越谨慎。
|
||||||
lenum.rtsminsquad = 攻击小队的最小规模
|
lenum.rtsminsquad = 攻击小队的最小规模
|
||||||
lenum.maparea = 设置区域范围
|
lenum.maparea = 设置地图大小和有效范围
|
||||||
lenum.ambientlight = 环境光颜色,启用照明时使用
|
lenum.ambientlight = 环境光颜色,可搭配[accent]Pack Color[]使用
|
||||||
lenum.solarmultiplier = 太阳能电池板的功率输出倍率
|
lenum.solarmultiplier = 太阳能电池板的发电倍率
|
||||||
lenum.dragmultiplier = 环境阻力乘数
|
lenum.dragmultiplier = 环境阻力乘数
|
||||||
lenum.ban = 无法被放置或者建造的建筑或单位
|
lenum.ban = 禁用指定内容
|
||||||
lenum.unban = 解禁一个单位或建筑
|
lenum.unban = 解禁指定内容
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ coreattack = 〈核心正在受到攻擊!〉
|
|||||||
nearpoint = 【[scarlet]立即離開空降區[]】\n湮滅即將來臨
|
nearpoint = 【[scarlet]立即離開空降區[]】\n湮滅即將來臨
|
||||||
database = 核心資料庫
|
database = 核心資料庫
|
||||||
database.button = 資料庫
|
database.button = 資料庫
|
||||||
|
database.patched = Modified by data patches.
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 儲存遊戲
|
savegame = 儲存遊戲
|
||||||
loadgame = 載入遊戲
|
loadgame = 載入遊戲
|
||||||
joingame = 多人連線
|
joingame = 多人連線
|
||||||
@@ -159,7 +161,7 @@ mod.circulardependencies = [red]循環依賴錯誤
|
|||||||
mod.incompletedependencies = [red]依賴項缺失
|
mod.incompletedependencies = [red]依賴項缺失
|
||||||
|
|
||||||
mod.requiresversion.details = 所需最低遊戲版本: [accent]{0}[]\n您的遊戲版本過低。此模組需要更新的遊戲版本(通常是beta/alpha版本)才能運作
|
mod.requiresversion.details = 所需最低遊戲版本: [accent]{0}[]\n您的遊戲版本過低。此模組需要更新的遊戲版本(通常是beta/alpha版本)才能運作
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = 這個模組已被手動列入黑名單,因為它在此版本的遊戲中引起崩潰或其他問題。請勿使用。
|
mod.blacklisted.details = 這個模組已被手動列入黑名單,因為它在此版本的遊戲中引起崩潰或其他問題。請勿使用。
|
||||||
mod.missingdependencies.details = 此模組缺少依賴項:{0}
|
mod.missingdependencies.details = 此模組缺少依賴項:{0}
|
||||||
mod.erroredcontent.details = 此模組在加載時引發錯誤。請求模組作者修復它們。
|
mod.erroredcontent.details = 此模組在加載時引發錯誤。請求模組作者修復它們。
|
||||||
@@ -467,6 +469,14 @@ editor.rules = 規則:
|
|||||||
editor.generation = 自動生成:
|
editor.generation = 自動生成:
|
||||||
editor.objectives = 目標
|
editor.objectives = 目標
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +801,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = 地區
|
sectorlist = 地區
|
||||||
sectorlist.attacked = {0} 遭受攻擊
|
sectorlist.attacked = {0} 遭受攻擊
|
||||||
sectors.unexplored = [lightgray]未探索
|
sectors.unexplored = [lightgray]未探索
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = 資源:
|
sectors.resources = 資源:
|
||||||
sectors.production = 生產:
|
sectors.production = 生產:
|
||||||
sectors.export = 輸出:
|
sectors.export = 輸出:
|
||||||
@@ -801,6 +812,7 @@ sectors.wave = 波次:
|
|||||||
sectors.stored = 儲存:
|
sectors.stored = 儲存:
|
||||||
sectors.resume = 繼續
|
sectors.resume = 繼續
|
||||||
sectors.launch = 發射
|
sectors.launch = 發射
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = 選取
|
sectors.select = 選取
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -810,12 +822,11 @@ sectors.rename = 重新命名區域
|
|||||||
sectors.enemybase = [scarlet]敵方基地
|
sectors.enemybase = [scarlet]敵方基地
|
||||||
sectors.vulnerable = [scarlet]易受攻擊
|
sectors.vulnerable = [scarlet]易受攻擊
|
||||||
sectors.underattack = [scarlet]敵軍來襲! [accent]{0}% 受損
|
sectors.underattack = [scarlet]敵軍來襲! [accent]{0}% 受損
|
||||||
sectors.underattack.nodamage = [scarlet]尚未佔領
|
|
||||||
sectors.survives = [accent]存活 {0} 波次
|
|
||||||
sectors.go = 進入
|
sectors.go = 進入
|
||||||
sector.abandon = 放棄
|
sector.abandon = 放棄
|
||||||
sector.abandon.confirm = 此地區的核心將會自我銷毀\n是否繼續?
|
sector.abandon.confirm = 此地區的核心將會自我銷毀\n是否繼續?
|
||||||
sector.curcapture = 已佔領地區
|
sector.curcapture = 已佔領地區
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 已失去該地區
|
sector.curlost = 已失去該地區
|
||||||
sector.missingresources = [scarlet]核心資源不足
|
sector.missingresources = [scarlet]核心資源不足
|
||||||
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
||||||
@@ -875,8 +886,9 @@ sector.navalFortress.name = 海上要塞
|
|||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Aerodrome
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolls
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testing Grounds
|
||||||
sector.seaPort.name = Sea Port
|
sector.perilousHarbor.name = Perilous Harbor
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
|
sector.fallenVessel.name = Fallen Vessel
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Sunken Pier
|
||||||
@@ -902,21 +914,6 @@ sector.planetaryTerminal.description = 最終目標。\n\n這麼濱海基地具
|
|||||||
sector.coastline.description = 偵測到海軍單位科技的遺跡。擊退敵人的進攻,佔領地區,並獲得科技。
|
sector.coastline.description = 偵測到海軍單位科技的遺跡。擊退敵人的進攻,佔領地區,並獲得科技。
|
||||||
sector.navalFortress.description = 敵人已在這個有天然防禦屏障的偏遠島嶼設置了一座海軍基地。摧毀它。獲得海上科技的進階科技。
|
sector.navalFortress.description = 敵人已在這個有天然防禦屏障的偏遠島嶼設置了一座海軍基地。摧毀它。獲得海上科技的進階科技。
|
||||||
|
|
||||||
#do not translate
|
|
||||||
sector.facility32m.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.frontier.description = WIP, map submission by Stormride_R
|
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
|
||||||
sector.cruxscape.description = WIP, map submission by Stormride_R
|
|
||||||
sector.geothermalStronghold.description = WIP, map submission by Skeledragon
|
|
||||||
|
|
||||||
sector.onset.name = 啟程之處
|
sector.onset.name = 啟程之處
|
||||||
sector.aegis.name = 神盾領域
|
sector.aegis.name = 神盾領域
|
||||||
sector.lake.name = 岩漿之湖
|
sector.lake.name = 岩漿之湖
|
||||||
@@ -1018,6 +1015,7 @@ 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.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash 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
|
||||||
@@ -1034,6 +1032,7 @@ stat.itemcapacity = 物品容量
|
|||||||
stat.memorycapacity = 記憶體容量
|
stat.memorycapacity = 記憶體容量
|
||||||
stat.basepowergeneration = 基礎能量生產
|
stat.basepowergeneration = 基礎能量生產
|
||||||
stat.productiontime = 生產時間
|
stat.productiontime = 生產時間
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = 方塊完全修復時間
|
stat.repairtime = 方塊完全修復時間
|
||||||
stat.repairspeed = 修復速度
|
stat.repairspeed = 修復速度
|
||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
@@ -1057,6 +1056,8 @@ stat.reload = 射擊速率
|
|||||||
stat.ammo = 彈藥
|
stat.ammo = 彈藥
|
||||||
stat.shieldhealth = 護盾生命值
|
stat.shieldhealth = 護盾生命值
|
||||||
stat.cooldowntime = 冷確時間
|
stat.cooldowntime = 冷確時間
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
|
stat.activationtime = Activation Time
|
||||||
stat.explosiveness = 爆炸性
|
stat.explosiveness = 爆炸性
|
||||||
stat.basedeflectchance = 基礎偏移量
|
stat.basedeflectchance = 基礎偏移量
|
||||||
stat.lightningchance = 燃燒機率
|
stat.lightningchance = 燃燒機率
|
||||||
@@ -1074,6 +1075,7 @@ stat.minetier = 挖掘等級
|
|||||||
stat.payloadcapacity = 負荷量
|
stat.payloadcapacity = 負荷量
|
||||||
stat.abilities = 能力
|
stat.abilities = 能力
|
||||||
stat.canboost = 推進器
|
stat.canboost = 推進器
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = 飛行單位
|
stat.flying = 飛行單位
|
||||||
stat.ammouse = 彈藥使用
|
stat.ammouse = 彈藥使用
|
||||||
stat.ammocapacity = 彈藥容量
|
stat.ammocapacity = 彈藥容量
|
||||||
@@ -1166,20 +1168,35 @@ bar.launchcooldown = 發射間隔
|
|||||||
bar.input = 輸入
|
bar.input = 輸入
|
||||||
bar.output = 輸出
|
bar.output = 輸出
|
||||||
bar.strength = [stat]{0}[lightgray]x 強度
|
bar.strength = [stat]{0}[lightgray]x 強度
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
bar.activationtimer = Activates in {0}
|
||||||
|
bar.activated = Activated
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]由微處理器控制
|
units.processorcontrol = [lightgray]由微處理器控制
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray]傷害
|
bullet.damage = [stat]{0}[lightgray]傷害
|
||||||
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
||||||
bullet.incendiary = [stat]燃燒
|
bullet.incendiary = [stat]燃燒
|
||||||
bullet.homing = [stat]追蹤
|
bullet.homing = [stat]追蹤
|
||||||
bullet.armorpierce = [stat]穿甲
|
bullet.armorpierce = [stat]穿甲
|
||||||
|
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||||
|
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||||
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray]傷害上限
|
bullet.maxdamagefraction = [stat]{0}%[lightgray]傷害上限
|
||||||
bullet.suppression = [stat]{0}秒[lightgray]抑制修復 ~ [stat]{1}[lightgray]格
|
bullet.suppression = [stat]{0}秒[lightgray]抑制修復 ~ [stat]{1}[lightgray]格
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/秒[lightgray]分裂子彈:
|
bullet.interval = [stat]{0}/秒[lightgray]分裂子彈:
|
||||||
bullet.frags = [stat]{0}[lightgray]x 集束子彈:
|
bullet.frags = [stat]{0}[lightgray]x 集束子彈:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 電弧 ~ [stat]{1}[lightgray] 傷害
|
bullet.lightning = [stat]{0}[lightgray]x 電弧 ~ [stat]{1}[lightgray] 傷害
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害
|
bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray]擊退
|
bullet.knockback = [stat]{0}[lightgray]擊退
|
||||||
bullet.pierce = [stat]{0}[lightgray]×穿刺
|
bullet.pierce = [stat]{0}[lightgray]×穿刺
|
||||||
@@ -1200,6 +1217,7 @@ unit.liquidsecond = 液體單位/秒
|
|||||||
unit.itemssecond = 物品/秒
|
unit.itemssecond = 物品/秒
|
||||||
unit.liquidunits = 液體單位
|
unit.liquidunits = 液體單位
|
||||||
unit.powerunits = 能量單位
|
unit.powerunits = 能量單位
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = 熱量單位
|
unit.heatunits = 熱量單位
|
||||||
unit.degrees = 度
|
unit.degrees = 度
|
||||||
unit.seconds = 秒
|
unit.seconds = 秒
|
||||||
@@ -1216,6 +1234,8 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = 發
|
unit.shots = 發
|
||||||
unit.pershot = /發
|
unit.pershot = /發
|
||||||
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = 用途
|
category.purpose = 用途
|
||||||
category.general = 一般
|
category.general = 一般
|
||||||
category.power = 能量
|
category.power = 能量
|
||||||
@@ -1426,6 +1446,8 @@ rules.hidebannedblocks = 隱藏禁用的建築
|
|||||||
rules.infiniteresources = 無限資源
|
rules.infiniteresources = 無限資源
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Fill Core With Items
|
||||||
rules.onlydepositcore = 僅允許向核心放置物品
|
rules.onlydepositcore = 僅允許向核心放置物品
|
||||||
|
rules.coreunloaders = Allow Core Unloaders
|
||||||
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||||
rules.derelictrepair = 允許修復殘骸建築
|
rules.derelictrepair = 允許修復殘骸建築
|
||||||
rules.reactorexplosions = 反應爐爆炸
|
rules.reactorexplosions = 反應爐爆炸
|
||||||
rules.coreincinerates = 核心銷毀物品
|
rules.coreincinerates = 核心銷毀物品
|
||||||
@@ -1447,6 +1469,8 @@ 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
|
||||||
@@ -1454,6 +1478,10 @@ rules.cleanupdeadteams = 移除戰敗玩家的建築(對戰)
|
|||||||
rules.corecapture = 佔領摧毀的核心
|
rules.corecapture = 佔領摧毀的核心
|
||||||
rules.polygoncoreprotection = 核心禁築區呈多邊形
|
rules.polygoncoreprotection = 核心禁築區呈多邊形
|
||||||
rules.placerangecheck = 檢查放置範圍
|
rules.placerangecheck = 檢查放置範圍
|
||||||
|
rules.protectcores = Protect Cores
|
||||||
|
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||||
|
rules.checkplacement = Check Placement
|
||||||
|
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||||
rules.enemyCheat = 電腦無限資源
|
rules.enemyCheat = 電腦無限資源
|
||||||
rules.blockhealthmultiplier = 建築物耐久度加成
|
rules.blockhealthmultiplier = 建築物耐久度加成
|
||||||
rules.blockdamagemultiplier = 建築物傷害加成
|
rules.blockdamagemultiplier = 建築物傷害加成
|
||||||
@@ -1463,6 +1491,9 @@ rules.unithealthmultiplier = 單位血量加成
|
|||||||
rules.unitdamagemultiplier = 單位傷害加成
|
rules.unitdamagemultiplier = 單位傷害加成
|
||||||
rules.unitcrashdamagemultiplier = 單位墜毀傷害倍率
|
rules.unitcrashdamagemultiplier = 單位墜毀傷害倍率
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
rules.logicunitcontrol = Logic Unit Control
|
||||||
|
rules.logicunitbuild = Logic Unit Building
|
||||||
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||||
rules.solarmultiplier = 太陽能電加成
|
rules.solarmultiplier = 太陽能電加成
|
||||||
rules.unitcapvariable = 核心限制單位上限
|
rules.unitcapvariable = 核心限制單位上限
|
||||||
rules.unitpayloadsexplode = 單位攜帶之負載與單位一起爆炸
|
rules.unitpayloadsexplode = 單位攜帶之負載與單位一起爆炸
|
||||||
@@ -1510,13 +1541,27 @@ rules.randomwaveai.info = Makes units spawned in waves target random structures
|
|||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = 物品
|
database-category.item = Items
|
||||||
content.liquid.name = 液體
|
database-category.liquid = Fluids
|
||||||
content.unit.name = 單位
|
database-category.unit = Units
|
||||||
content.block.name = 方塊
|
database-category.block = Blocks
|
||||||
content.status.name = 狀態效果
|
database-category.status = Status Effects
|
||||||
content.sector.name = 地區
|
database-category.sector = Sectors
|
||||||
content.team.name = 隊伍
|
database-category.team = Factions
|
||||||
|
|
||||||
|
database-tag.turret = Turret
|
||||||
|
database-tag.production = Production
|
||||||
|
database-tag.distribution = Distribution
|
||||||
|
database-tag.liquid = Liquid
|
||||||
|
database-tag.power = Power
|
||||||
|
database-tag.defense = Defense
|
||||||
|
database-tag.crafting = Crafting
|
||||||
|
database-tag.units = Units
|
||||||
|
database-tag.effect = Utility
|
||||||
|
database-tag.logic = Logic
|
||||||
|
database-tag.unit-air = Air
|
||||||
|
database-tag.unit-naval = Naval
|
||||||
|
database-tag.unit-ground = Ground
|
||||||
|
|
||||||
wallore = (牆)
|
wallore = (牆)
|
||||||
|
|
||||||
@@ -2080,6 +2125,7 @@ hint.waveFire = 以[accent]水[]裝填的[accent]波浪[]會自動撲滅附近
|
|||||||
hint.generator = \uf879 [accent]燃燒發電機[]消耗煤炭產生電力給相鄰的方塊。\n\n使用\uf87f[accent]能量節點[]增加電力涵蓋範圍。
|
hint.generator = \uf879 [accent]燃燒發電機[]消耗煤炭產生電力給相鄰的方塊。\n\n使用\uf87f[accent]能量節點[]增加電力涵蓋範圍。
|
||||||
hint.guardian = [accent]頭目[]擁有厚實的裝甲。較弱的彈藥如[accent]銅[]和[accent]鉛[]並[scarlet]沒有效果[].\n\n使用更高等的砲臺或以\uf835 [accent]石墨[]配合\uf861雙砲、\uf859齊射砲摧毀頭目。
|
hint.guardian = [accent]頭目[]擁有厚實的裝甲。較弱的彈藥如[accent]銅[]和[accent]鉛[]並[scarlet]沒有效果[].\n\n使用更高等的砲臺或以\uf835 [accent]石墨[]配合\uf861雙砲、\uf859齊射砲摧毀頭目。
|
||||||
hint.coreUpgrade = 核心可以透過在上面[accent]覆蓋一個更高等級的核心[]來升級。\n\n放置 \uf868 [accent]核心:基地[] 到 \uf869 [accent]核心:碎片[] 上. 確保沒有其他障礙物。
|
hint.coreUpgrade = 核心可以透過在上面[accent]覆蓋一個更高等級的核心[]來升級。\n\n放置 \uf868 [accent]核心:基地[] 到 \uf869 [accent]核心:碎片[] 上. 確保沒有其他障礙物。
|
||||||
|
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||||
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
||||||
hint.presetLaunch = 灰色的[accent]降落地區[],例如[accent]冰凍森林[],可由任何地區發射。這類地區無須由相鄰地區進攻。\n\n[accent]數字編號地區[]則是一般的區域,可自由佔領,不影響戰役的完成。
|
hint.presetLaunch = 灰色的[accent]降落地區[],例如[accent]冰凍森林[],可由任何地區發射。這類地區無須由相鄰地區進攻。\n\n[accent]數字編號地區[]則是一般的區域,可自由佔領,不影響戰役的完成。
|
||||||
hint.presetDifficulty = 此地區為[scarlet]高危險等級[]區域。\n[accent]不建議[]在準備好科技和資源以前發射至此區域。
|
hint.presetDifficulty = 此地區為[scarlet]高危險等級[]區域。\n[accent]不建議[]在準備好科技和資源以前發射至此區域。
|
||||||
@@ -2108,6 +2154,34 @@ gz.zone2 = 波次開始時,範圍內的所有建築都會被摧毀。
|
|||||||
gz.zone3 = 波次即將開始。\n做好準備。
|
gz.zone3 = 波次即將開始。\n做好準備。
|
||||||
gz.finish = 建造更多砲塔,挖掘更多資源,\n擊退所有波次以[accent]佔領區域[]。
|
gz.finish = 建造更多砲塔,挖掘更多資源,\n擊退所有波次以[accent]佔領區域[]。
|
||||||
|
|
||||||
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||||
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||||
|
|
||||||
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
|
||||||
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
||||||
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
||||||
|
|
||||||
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||||
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||||
|
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||||
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||||
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||||
|
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||||
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the \ue879 Unload Payload command is selected.
|
||||||
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
||||||
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
||||||
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
||||||
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
||||||
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
||||||
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||||
|
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||||
|
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||||
|
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||||
|
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||||
|
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||||
|
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||||
|
atolls.2strategies = There are two strategies to destroy this base.
|
||||||
|
|
||||||
onset.mine = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。\n\n使用[accent][[WASD]移動。
|
onset.mine = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。\n\n使用[accent][[WASD]移動。
|
||||||
onset.mine.mobile = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。
|
onset.mine.mobile = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。
|
||||||
onset.research = 打開\ue875科技樹。\n研究\uf73e[accent]渦輪冷凝器[],然後將其放置在噴口上。\n這將產生[accent]電力[]。
|
onset.research = 打開\ue875科技樹。\n研究\uf73e[accent]渦輪冷凝器[],然後將其放置在噴口上。\n這將產生[accent]電力[]。
|
||||||
@@ -2587,8 +2661,6 @@ lglobal.@clientName = Player name of client running the code
|
|||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]單位建造邏輯已被禁止。
|
|
||||||
|
|
||||||
lenum.type = 建築/單位種類。\n例:操控單位建造光矛砲應使用[accent]@lancer[],而非字串
|
lenum.type = 建築/單位種類。\n例:操控單位建造光矛砲應使用[accent]@lancer[],而非字串
|
||||||
lenum.shoot = 對該位置開火
|
lenum.shoot = 對該位置開火
|
||||||
lenum.shootp = 對指定單位/建築開火,具自瞄功能
|
lenum.shootp = 對指定單位/建築開火,具自瞄功能
|
||||||
@@ -2609,6 +2681,7 @@ laccess.displaywidth = Width of a display block in pixels.
|
|||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||||
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||||
|
|
||||||
lcategory.unknown = 未知
|
lcategory.unknown = 未知
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
|
|||||||
52
core/assets/bundles/global.properties
Normal file
@@ -0,0 +1,52 @@
|
|||||||
|
# This file contains special global strings that don't need to be translated.
|
||||||
|
# The contents of this bundle are merged into Core.bundle, and otherwise act as normal translated strings.
|
||||||
|
|
||||||
|
sector.frozenForest.credit = Elixias Adrys
|
||||||
|
sector.facility32m.credit = Stormrider
|
||||||
|
sector.taintedWoods.credit = Stormrider
|
||||||
|
sector.sunkenPier.credit = Stormrider
|
||||||
|
sector.atolls.credit = Stormrider
|
||||||
|
sector.frontier.credit = Stormrider
|
||||||
|
sector.infestedCanyons.credit = Skeledragon
|
||||||
|
sector.polarAerodrome.credit = hhh i 17
|
||||||
|
sector.testingGrounds.credit = Stormrider
|
||||||
|
sector.perilousHarbor.credit = inkognito626
|
||||||
|
sector.weatheredChannels.credit = Skeledragon
|
||||||
|
sector.fallenVessel.credit = wpx, Stormrider, Nahan
|
||||||
|
sector.mycelialBastion.credit = Skeledragon
|
||||||
|
sector.planetaryTerminal.credit = Skeledragon
|
||||||
|
sector.cruxscape.credit = Stormrider
|
||||||
|
sector.geothermalStronghold.credit = Skeledragon
|
||||||
|
sector.overgrowth.credit = Skeledragon
|
||||||
|
sector.stainedMountains.credit = Pitchblende
|
||||||
|
sector.ruinousShores.credit = Pitchblende
|
||||||
|
sector.nuclearComplex.credit = Pitchblende
|
||||||
|
sector.coastline.credit = Stormrider
|
||||||
|
sector.tarFields.credit = Dexapnow
|
||||||
|
sector.saltFlats.credit = Dexapnow
|
||||||
|
sector.windsweptIslands.credit = Stormrider
|
||||||
|
sector.navalFortress.credit = blackberry2093
|
||||||
|
sector.desolateRift.credit = hhh i 17
|
||||||
|
sector.extractionOutpost.credit = CD, wpx
|
||||||
|
|
||||||
|
sector.origin.credit = Mechanical Fishe
|
||||||
|
sector.karst.credit = Mechanical Fishe
|
||||||
|
sector.caldera-erekir.credit = hhh i 17
|
||||||
|
sector.siege.credit = hhh i 17
|
||||||
|
sector.ravine.credit = Bepis
|
||||||
|
|
||||||
|
#TODO: remove, create a proper description, move into bundle.properties
|
||||||
|
sector.facility32m.description = WIP
|
||||||
|
sector.taintedWoods.description = WIP
|
||||||
|
sector.sunkenPier.description = WIP
|
||||||
|
sector.atolls.description = WIP
|
||||||
|
sector.frontier.description = WIP
|
||||||
|
sector.infestedCanyons.description = WIP
|
||||||
|
sector.polarAerodrome.description = WIP
|
||||||
|
sector.testingGrounds.description = WIP
|
||||||
|
sector.perilousHarbor.description = WIP
|
||||||
|
sector.weatheredChannels.description = WIP
|
||||||
|
sector.fallenVessel.description = WIP
|
||||||
|
sector.mycelialBastion.description = WIP
|
||||||
|
sector.cruxscape.description = WIP
|
||||||
|
sector.geothermalStronghold.description = WIP
|
||||||
@@ -1,3 +1,4 @@
|
|||||||
|
redloong9527
|
||||||
Prosta4okua
|
Prosta4okua
|
||||||
Felix Corvus
|
Felix Corvus
|
||||||
Vanguard
|
Vanguard
|
||||||
@@ -109,6 +110,7 @@ dsmolenaers (freesound.org)
|
|||||||
Headphaze (freesound.org)
|
Headphaze (freesound.org)
|
||||||
Michel Baradari (opengameart.org)
|
Michel Baradari (opengameart.org)
|
||||||
Michael Klier (opengameart.org)
|
Michael Klier (opengameart.org)
|
||||||
|
Lee Barkovich (opengameart.org)
|
||||||
Neoqueto (Darktech LDR Font)
|
Neoqueto (Darktech LDR Font)
|
||||||
Nikolass
|
Nikolass
|
||||||
VolasYouKnow
|
VolasYouKnow
|
||||||
@@ -185,3 +187,6 @@ Iniquit
|
|||||||
DSFdsfWxp
|
DSFdsfWxp
|
||||||
Someone's Shadow
|
Someone's Shadow
|
||||||
buj
|
buj
|
||||||
|
Agzam4
|
||||||
|
ItsKirby69
|
||||||
|
TheCuber
|
||||||
BIN
core/assets/fonts/monospace.woff
Normal file
@@ -622,3 +622,4 @@
|
|||||||
63060=metal-wall-2|block-metal-wall-2-ui
|
63060=metal-wall-2|block-metal-wall-2-ui
|
||||||
63059=metal-tiles-13|block-metal-tiles-13-ui
|
63059=metal-tiles-13|block-metal-tiles-13-ui
|
||||||
63058=metal-wall-3|block-metal-wall-3-ui
|
63058=metal-wall-3|block-metal-wall-3-ui
|
||||||
|
63057=ore-wall-graphite|block-ore-wall-graphite-ui
|
||||||
|
|||||||