Compare commits
12 Commits
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6c0884a8d9 | ||
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adc1316444 |
@@ -1450,6 +1450,8 @@ rules.buildaitier = Builder AI Tier
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rules.rtsai = RTS AI
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rules.rtsai = RTS AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Min Squad Size
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rules.rtsminsquadsize = Min Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsminattackweight = Min Attack Weight
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rules.rtsminattackweight = Min Attack Weight
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
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rules.rtsai = RTS AI
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rules.rtsai = RTS AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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||||||
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Мінімальны Размер Атраду
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rules.rtsminsquadsize = Мінімальны Размер Атраду
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rules.rtsmaxsquadsize = Максімальны Размер Атраду
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rules.rtsmaxsquadsize = Максімальны Размер Атраду
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rules.rtsminattackweight = Мінімальная Вага Атакі
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rules.rtsminattackweight = Мінімальная Вага Атакі
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Степен на ИИ строителя
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rules.rtsai = RTS AI
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rules.rtsai = RTS AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Мин. размер на взводовете
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rules.rtsminsquadsize = Мин. размер на взводовете
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rules.rtsmaxsquadsize = Макс. размер на взводовете
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rules.rtsmaxsquadsize = Макс. размер на взводовете
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rules.rtsminattackweight = Мин. атакуваща тежест
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rules.rtsminattackweight = Мин. атакуваща тежест
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Nivell de construcció de la IA
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rules.rtsai = IA avançada (RTS AI)
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rules.rtsai = IA avançada (RTS AI)
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Mida mínima de l’esquadró
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rules.rtsminsquadsize = Mida mínima de l’esquadró
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rules.rtsmaxsquadsize = Mida màxima de l’esquadró
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rules.rtsmaxsquadsize = Mida màxima de l’esquadró
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rules.rtsminattackweight = Pes d’atac mínim
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rules.rtsminattackweight = Pes d’atac mínim
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Úroveň AI stavitele
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rules.rtsai = RTS AI
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rules.rtsai = RTS AI
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rules.rtsai.campaign = Útočná RTS AI
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rules.rtsai.campaign = Útočná RTS AI
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rules.rtsai.campaign.info = Na útočných mapách vytváří skupiny jednotek, které útočí na hráčské základny inteligentnějším způsobem.
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rules.rtsai.campaign.info = Na útočných mapách vytváří skupiny jednotek, které útočí na hráčské základny inteligentnějším způsobem.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Min velikost skupiny
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rules.rtsminsquadsize = Min velikost skupiny
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rules.rtsmaxsquadsize = Max velikost skupiny
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rules.rtsmaxsquadsize = Max velikost skupiny
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rules.rtsminattackweight = Min váha útoku
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rules.rtsminattackweight = Min váha útoku
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
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rules.rtsai = RTS AI
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rules.rtsai = RTS AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Min Squad Size
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rules.rtsminsquadsize = Min Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsminattackweight = Min Attack Weight
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rules.rtsminattackweight = Min Attack Weight
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Bau-KI-Tier
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rules.rtsai = RTS KI [red](unfertig)
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rules.rtsai = RTS KI [red](unfertig)
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Min. Squadgröße
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rules.rtsminsquadsize = Min. Squadgröße
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rules.rtsmaxsquadsize = Max. Squadgröße
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rules.rtsmaxsquadsize = Max. Squadgröße
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rules.rtsminattackweight = Min. Angriffsgröße
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rules.rtsminattackweight = Min. Angriffsgröße
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
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rules.rtsai = IA enemiga avanzada (RTS AI)
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rules.rtsai = IA enemiga avanzada (RTS AI)
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Tamaño mínimo de escuadrón
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rules.rtsminsquadsize = Tamaño mínimo de escuadrón
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rules.rtsmaxsquadsize = Tamaño máximo de escuadrón
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rules.rtsmaxsquadsize = Tamaño máximo de escuadrón
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rules.rtsminattackweight = Peso mínimo de ataque
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rules.rtsminattackweight = Peso mínimo de ataque
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
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rules.rtsai = RTS AI
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rules.rtsai = RTS AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Min Squad Size
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rules.rtsminsquadsize = Min Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsminattackweight = Min Attack Weight
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rules.rtsminattackweight = Min Attack Weight
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
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rules.rtsai = RTS AI
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rules.rtsai = RTS AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Min Squad Size
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rules.rtsminsquadsize = Min Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsminattackweight = Min Attack Weight
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rules.rtsminattackweight = Min Attack Weight
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
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rules.rtsai = RTS AI
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rules.rtsai = RTS AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Min. hyökkäysjoukon koko
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rules.rtsminsquadsize = Min. hyökkäysjoukon koko
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsmaxsquadsize = Max Squad Size
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rules.rtsminattackweight = Min. hyökkäyksen paino
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rules.rtsminattackweight = Min. hyökkäyksen paino
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
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rules.rtsai = RTS AI
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rules.rtsai = RTS AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = Sa mapang attake, ginagawa gina grupo ang mga unit at inaatake ang player bases sa mas-maraming matalinong na manner.
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rules.rtsai.campaign.info = Sa mapang attake, ginagawa gina grupo ang mga unit at inaatake ang player bases sa mas-maraming matalinong na manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Pinakamaliit Squad Size
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rules.rtsminsquadsize = Pinakamaliit Squad Size
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rules.rtsmaxsquadsize = Pinakaraming Squad Size
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rules.rtsmaxsquadsize = Pinakaraming Squad Size
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rules.rtsminattackweight = Min Attack Weight
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rules.rtsminattackweight = Min Attack Weight
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@@ -1447,6 +1447,8 @@ rules.buildaitier = Niveau de l'IA de Construction de Base
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rules.rtsai = IA de RTS [red](WIP)
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rules.rtsai = IA de RTS [red](WIP)
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign = RTS Attack AI
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
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rules.clearsectoronloss = Clear Sector On Loss
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rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
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rules.rtsminsquadsize = Taille Minimale d'une Escouade
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rules.rtsminsquadsize = Taille Minimale d'une Escouade
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rules.rtsmaxsquadsize = Taille Maximale d'une Escouade
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rules.rtsmaxsquadsize = Taille Maximale d'une Escouade
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rules.rtsminattackweight = Poids Minimum d'une Attaque
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rules.rtsminattackweight = Poids Minimum d'une Attaque
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@@ -448,9 +448,9 @@ publish.confirm = Biztosan közzéteszed ezt az elemet?\n\n[lightgray]Győződj
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publish.error = Hiba az elem közzétételekor: {0}
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publish.error = Hiba az elem közzétételekor: {0}
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steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
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steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
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editor.showblocks = Show Blocks
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editor.showblocks = Blokkok megjelenítése
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editor.showterrain = Show Terrain
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editor.showterrain = Domborzat megjelenítése
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editor.showfloor = Show Floor
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editor.showfloor = Talaj megjelenítése
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editor.planet = Bolygó:
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editor.planet = Bolygó:
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editor.sector = Szektor:
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editor.sector = Szektor:
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editor.seed = Kiindulóérték:
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editor.seed = Kiindulóérték:
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@@ -801,7 +801,7 @@ sectors.wave = Hullám:
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sectors.stored = Tárolt nyersanyagok:
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sectors.stored = Tárolt nyersanyagok:
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sectors.resume = Folytatás
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sectors.resume = Folytatás
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sectors.launch = Kilövés
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sectors.launch = Kilövés
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sectors.viewsubmission = \ue80d Alküldetések megtekintése
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sectors.viewsubmission = \ue80d Alküldetés megtekintése
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sectors.select = Kiválasztás
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sectors.select = Kiválasztás
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sectors.launchselect = Célállomás kiválasztása
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sectors.launchselect = Célállomás kiválasztása
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sectors.nonelaunch = [lightgray]semmi (nap)
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sectors.nonelaunch = [lightgray]semmi (nap)
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@@ -879,7 +879,7 @@ sector.seaPort.name = Tengeri kikötő
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sector.weatheredChannels.name = Viharvert csatornák
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sector.weatheredChannels.name = Viharvert csatornák
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sector.mycelialBastion.name = Micéliumbástya
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sector.mycelialBastion.name = Micéliumbástya
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sector.frontier.name = Frontvidék
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sector.frontier.name = Frontvidék
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sector.sunkenPier.name = Sunken Pier
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sector.sunkenPier.name = Elsüllyedt móló
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sector.cruxscape.name = Crux-vidék
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sector.cruxscape.name = Crux-vidék
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sector.geothermalStronghold.name = Geotermikus erődítmény
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sector.geothermalStronghold.name = Geotermikus erődítmény
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@@ -953,15 +953,15 @@ sector.crossroads.description = Az ellenséges támaszpontok ebben a szektorban
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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[].
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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[].
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||||||
sector.origin.description = Az utolsó szektor, jelentős ellenséges jelenléttel.\nNem valószínű, hogy maradtak további fejlesztési lehetőségek – koncentrálj az ellenséges támaszpontok elpusztítására.
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sector.origin.description = Az utolsó szektor, jelentős ellenséges jelenléttel.\nNem valószínű, hogy maradtak további fejlesztési lehetőségek – koncentrálj az ellenséges támaszpontok elpusztítására.
|
||||||
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status.burning.name = Égő
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status.burning.name = Égés
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||||||
status.freezing.name = Fagyos
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status.freezing.name = Fagyás
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||||||
status.wet.name = Nedves
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status.wet.name = Vizes
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||||||
status.muddy.name = Sáros
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status.muddy.name = Sáros
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||||||
status.melting.name = Olvadó
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status.melting.name = Olvadás
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||||||
status.sapped.name = Kiszáradt
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status.sapped.name = Legyengült
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||||||
status.electrified.name = Elektromos
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status.electrified.name = Árammal ellátott
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status.spore-slowed.name = Spórával lassított
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status.spore-slowed.name = Spóralassított
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||||||
status.tarred.name = Kátrányozott
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status.tarred.name = Kátrányos
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||||||
status.overdrive.name = Túlhajtott
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status.overdrive.name = Túlhajtott
|
||||||
status.overclock.name = Túlhúzott
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status.overclock.name = Túlhúzott
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||||||
status.shocked.name = Sokkolt
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status.shocked.name = Sokkolt
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@@ -1014,10 +1014,10 @@ stat.opposites = Ellentettek
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stat.powercapacity = Maximális tárolási kapacitás
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stat.powercapacity = Maximális tárolási kapacitás
|
||||||
stat.powershot = Áram/lövés
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stat.powershot = Áram/lövés
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||||||
stat.damage = Sebzés
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stat.damage = Sebzés
|
||||||
stat.frequency = Frequency
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stat.frequency = Frekvencia
|
||||||
stat.targetsair = Légi célpontok
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stat.targetsair = Légi célpontok
|
||||||
stat.targetsground = Földi célpontok
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stat.targetsground = Földi célpontok
|
||||||
stat.crushdamage = Crush Damage
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stat.crushdamage = Zúzó sebzés
|
||||||
stat.itemsmoved = Szállítási sebesség
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stat.itemsmoved = Szállítási sebesség
|
||||||
stat.launchtime = Kilövések közötti idő
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stat.launchtime = Kilövések közötti idő
|
||||||
stat.shootrange = Hatótávolság
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stat.shootrange = Hatótávolság
|
||||||
@@ -1102,7 +1102,7 @@ ability.movelightning.description = Mozgás közben villámokat bocsát ki
|
|||||||
ability.armorplate = Páncéllemez
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ability.armorplate = Páncéllemez
|
||||||
ability.armorplate.description = Csökkenti a kapott sebzést lövés közben
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ability.armorplate.description = Csökkenti a kapott sebzést lövés közben
|
||||||
ability.shieldarc = Erőpajzs-ív
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ability.shieldarc = Erőpajzs-ív
|
||||||
ability.shieldarc.description = Olyan erőpajzsot vetít ki egy ívben, amely elnyeli a lövedékeket
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ability.shieldarc.description = Olyan erőpajzsot vetít ki egy ívben, amely elnyeli vagy eltéríti a lövedékeket, rakétákat és egységeket.
|
||||||
ability.suppressionfield = Javítás elnyomása
|
ability.suppressionfield = Javítás elnyomása
|
||||||
ability.suppressionfield.description = Leállítja a közeli javítóépületeket
|
ability.suppressionfield.description = Leállítja a közeli javítóépületeket
|
||||||
ability.energyfield = Energiamező
|
ability.energyfield = Energiamező
|
||||||
@@ -1122,7 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] életerő/mp
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
||||||
ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
||||||
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
||||||
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
ability.stat.deflectchance = [stat]{0}%[lightgray] hárítási esély
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
|
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
|
||||||
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Építő MI szintje
|
|||||||
rules.rtsai = RTS MI
|
rules.rtsai = RTS MI
|
||||||
rules.rtsai.campaign = RTS támadó-MI
|
rules.rtsai.campaign = RTS támadó-MI
|
||||||
rules.rtsai.campaign.info = A „támadómódú” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
rules.rtsai.campaign.info = A „támadómódú” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Minimális osztagméret
|
rules.rtsminsquadsize = Minimális osztagméret
|
||||||
rules.rtsmaxsquadsize = Maximális osztagméret
|
rules.rtsmaxsquadsize = Maximális osztagméret
|
||||||
rules.rtsminattackweight = Minimális támadási súly
|
rules.rtsminattackweight = Minimális támadási súly
|
||||||
@@ -1670,7 +1672,7 @@ block.snow.name = Hó
|
|||||||
block.crater-stone.name = Kráterek
|
block.crater-stone.name = Kráterek
|
||||||
block.sand-water.name = Homokvíz
|
block.sand-water.name = Homokvíz
|
||||||
block.darksand-water.name = Sötét homokvíz
|
block.darksand-water.name = Sötét homokvíz
|
||||||
block.char.name = Faszén
|
block.char.name = Elszenesedett kő
|
||||||
block.dacite.name = Dácit
|
block.dacite.name = Dácit
|
||||||
block.rhyolite.name = Riolit
|
block.rhyolite.name = Riolit
|
||||||
block.dacite-wall.name = Dácitfal
|
block.dacite-wall.name = Dácitfal
|
||||||
@@ -2479,9 +2481,9 @@ unit.navanax.description = Robbanékony EMI-lövedékeket lő ki, jelentős kár
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Szokásos lövedékeket lő ki az ellenséges célpontokra.
|
unit.stell.description = Szokásos lövedékeket lő ki az ellenséges célpontokra.
|
||||||
unit.locus.description = Változatos lövedékeket lő ki az ellenséges célpontokra.
|
unit.locus.description = Változatos lövedékeket lő ki az ellenséges célpontokra.
|
||||||
unit.precept.description = Átütő erejű kazettás lövedékeket lő ki az ellenséges célpontokra.
|
unit.precept.description = Átütő erejű kazettás lövedékeket lő ki az ellenséges célpontokra. Kevésbé sérül a káros tereptárgyaktól.
|
||||||
unit.vanquish.description = Nagy, átütő erejű hasítólövedékeket lő ki az ellenséges célpontokra.
|
unit.vanquish.description = Nagy, átütő erejű hasítólövedékeket lő ki az ellenséges célpontokra. Kevésbé sérül a káros tereptárgyaktól.
|
||||||
unit.conquer.description = Nagy, átütő erejű golyózáport lő ki az ellenséges célpontokra.
|
unit.conquer.description = Nagy, átütő erejű golyózáport lő ki az ellenséges célpontokra. Kevésbé sérül a káros tereptárgyaktól.
|
||||||
unit.merui.description = Nagy hatótávolságú ágyúkkal lövi az ellenséges szárazföldi célpontokat. A legtöbb terepakadályt átlépi.
|
unit.merui.description = Nagy hatótávolságú ágyúkkal lövi az ellenséges szárazföldi célpontokat. A legtöbb terepakadályt átlépi.
|
||||||
unit.cleroi.description = Kettős lövedékeket lő ki az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket a pontvédelmi tornyokkal. A legtöbb terepakadályt átlépi.
|
unit.cleroi.description = Kettős lövedékeket lő ki az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket a pontvédelmi tornyokkal. A legtöbb terepakadályt átlépi.
|
||||||
unit.anthicus.description = Nagy hatótávolságú célkövető rakétákat lő ki az ellenséges célpontokra. A legtöbb terepakadályt átlépi.
|
unit.anthicus.description = Nagy hatótávolságú célkövető rakétákat lő ki az ellenséges célpontokra. A legtöbb terepakadályt átlépi.
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Tingkat A.I. Pembangun
|
|||||||
rules.rtsai = A.I. RTS [red](WIP)
|
rules.rtsai = A.I. RTS [red](WIP)
|
||||||
rules.rtsai.campaign = A.I. Serangan RTS
|
rules.rtsai.campaign = A.I. Serangan RTS
|
||||||
rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
|
rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Ukuran Regu Minimum
|
rules.rtsminsquadsize = Ukuran Regu Minimum
|
||||||
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
||||||
rules.rtsminattackweight = Berat Serangan Minimum
|
rules.rtsminattackweight = Berat Serangan Minimum
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Dimensione minima squadra
|
rules.rtsminsquadsize = Dimensione minima squadra
|
||||||
rules.rtsmaxsquadsize = Dimensione massima squadra
|
rules.rtsmaxsquadsize = Dimensione massima squadra
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = チームの最少人数
|
rules.rtsminsquadsize = チームの最少人数
|
||||||
rules.rtsmaxsquadsize = チームの最大人数
|
rules.rtsmaxsquadsize = チームの最大人数
|
||||||
rules.rtsminattackweight = 最小攻撃力
|
rules.rtsminattackweight = 最小攻撃力
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = 건설 AI 등급
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS 공격 AI
|
rules.rtsai.campaign = RTS 공격 AI
|
||||||
rules.rtsai.campaign.info = 공격 맵에서는 유닛을 그룹화하여 더욱 지능적인 방식으로 플레이어 기지를 공격합니다.
|
rules.rtsai.campaign.info = 공격 맵에서는 유닛을 그룹화하여 더욱 지능적인 방식으로 플레이어 기지를 공격합니다.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = 최소 부대 규모
|
rules.rtsminsquadsize = 최소 부대 규모
|
||||||
rules.rtsmaxsquadsize = 최대 부대 규모
|
rules.rtsmaxsquadsize = 최대 부대 규모
|
||||||
rules.rtsminattackweight = 최소 공격 중량
|
rules.rtsminattackweight = 최소 공격 중량
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Ploeg Grootte
|
rules.rtsminsquadsize = Min Ploeg Grootte
|
||||||
rules.rtsmaxsquadsize = Max Ploeg Grootte
|
rules.rtsmaxsquadsize = Max Ploeg Grootte
|
||||||
rules.rtsminattackweight = Min Aanvalsgewicht
|
rules.rtsminattackweight = Min Aanvalsgewicht
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Poziom Budowania AI
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = Na mapach typu „atak” sprawia, że jednostki grupują się i atakują bazy graczy w bardziej inteligentny sposób.
|
rules.rtsai.campaign.info = Na mapach typu „atak” sprawia, że jednostki grupują się i atakują bazy graczy w bardziej inteligentny sposób.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Minimalny Rozmiar Składu
|
rules.rtsminsquadsize = Minimalny Rozmiar Składu
|
||||||
rules.rtsmaxsquadsize = Maksymalny Rozmiar Składu
|
rules.rtsmaxsquadsize = Maksymalny Rozmiar Składu
|
||||||
rules.rtsminattackweight = Minimalna Waga Ataku
|
rules.rtsminattackweight = Minimalna Waga Ataku
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Tamanho mínimo do esquadrão
|
rules.rtsminsquadsize = Tamanho mínimo do esquadrão
|
||||||
rules.rtsmaxsquadsize = Tamanho máximo do esquadrão
|
rules.rtsmaxsquadsize = Tamanho máximo do esquadrão
|
||||||
rules.rtsminattackweight = Peso Mínimo de Ataque
|
rules.rtsminattackweight = Peso Mínimo de Ataque
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Nível de Construtor IA
|
|||||||
rules.rtsai = RTS AI [red](WIP)
|
rules.rtsai = RTS AI [red](WIP)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Tamanho Mínimo de Esquadrão
|
rules.rtsminsquadsize = Tamanho Mínimo de Esquadrão
|
||||||
rules.rtsmaxsquadsize = Tamanho Máximo de Esquadrão
|
rules.rtsmaxsquadsize = Tamanho Máximo de Esquadrão
|
||||||
rules.rtsminattackweight = Peso Mínimo de Ataque
|
rules.rtsminattackweight = Peso Mínimo de Ataque
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Уровень баз ИИ
|
|||||||
rules.rtsai = ИИ в реальном времени
|
rules.rtsai = ИИ в реальном времени
|
||||||
rules.rtsai.campaign = ИИ в реальном времени
|
rules.rtsai.campaign = ИИ в реальном времени
|
||||||
rules.rtsai.campaign.info = В секторах атаки, враги будут собираться в отряды и действовать умнее.
|
rules.rtsai.campaign.info = В секторах атаки, враги будут собираться в отряды и действовать умнее.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Минимальный размер отряда
|
rules.rtsminsquadsize = Минимальный размер отряда
|
||||||
rules.rtsmaxsquadsize = Максимальный размер отряда
|
rules.rtsmaxsquadsize = Максимальный размер отряда
|
||||||
rules.rtsminattackweight = Минимальный вес для атаки
|
rules.rtsminattackweight = Минимальный вес для атаки
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI [red](Nedovršeno)
|
rules.rtsai = RTS AI [red](Nedovršeno)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Minimalna Veličina Odreda
|
rules.rtsminsquadsize = Minimalna Veličina Odreda
|
||||||
rules.rtsmaxsquadsize = Maksimalna Veličina Odreda
|
rules.rtsmaxsquadsize = Maksimalna Veličina Odreda
|
||||||
rules.rtsminattackweight = Minimalna Težina Napada
|
rules.rtsminattackweight = Minimalna Težina Napada
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = ระดับการสร้างของ AI
|
|||||||
rules.rtsai = RTS AI [red](ไม่เสถียร)
|
rules.rtsai = RTS AI [red](ไม่เสถียร)
|
||||||
rules.rtsai.campaign = AI โจมตีแบบ RTS
|
rules.rtsai.campaign = AI โจมตีแบบ RTS
|
||||||
rules.rtsai.campaign.info = ในแมพโจมตี จะทำให้ยูนิตรวมตัวกันและจู่โจมฐานทัพของผู้เล่นในวิถีการคำนวณที่ฉลาดมากกว่า
|
rules.rtsai.campaign.info = ในแมพโจมตี จะทำให้ยูนิตรวมตัวกันและจู่โจมฐานทัพของผู้เล่นในวิถีการคำนวณที่ฉลาดมากกว่า
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = ขนาดกองทัพเล็กที่สุด
|
rules.rtsminsquadsize = ขนาดกองทัพเล็กที่สุด
|
||||||
rules.rtsmaxsquadsize = ขนาดกองทัพใหญ่ที่สุด
|
rules.rtsmaxsquadsize = ขนาดกองทัพใหญ่ที่สุด
|
||||||
rules.rtsminattackweight = ขนาดน้ำหนักการโจมตีน้อยที่สุด
|
rules.rtsminattackweight = ขนาดน้ำหนักการโจมตีน้อยที่สุด
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = İnşaatçı YZ sınıfı
|
|||||||
rules.rtsai = RTS YZ
|
rules.rtsai = RTS YZ
|
||||||
rules.rtsai.campaign = RTS Saldırı YZ
|
rules.rtsai.campaign = RTS Saldırı YZ
|
||||||
rules.rtsai.campaign.info = Saldırı Haritalarında, yapay zekayı daha 'zeki' yapar.
|
rules.rtsai.campaign.info = Saldırı Haritalarında, yapay zekayı daha 'zeki' yapar.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Asgari Gurup Boyutu
|
rules.rtsminsquadsize = Asgari Gurup Boyutu
|
||||||
rules.rtsmaxsquadsize = Azami Gurup Boyutu
|
rules.rtsmaxsquadsize = Azami Gurup Boyutu
|
||||||
rules.rtsminattackweight = Asgari Saldırı Boyutu
|
rules.rtsminattackweight = Asgari Saldırı Boyutu
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Рівень ШІ-будівельника
|
|||||||
rules.rtsai = ШІ зі стратегій реального часу
|
rules.rtsai = ШІ зі стратегій реального часу
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Мінімальний розмір загону
|
rules.rtsminsquadsize = Мінімальний розмір загону
|
||||||
rules.rtsmaxsquadsize = Максимальний розмір загону
|
rules.rtsmaxsquadsize = Максимальний розмір загону
|
||||||
rules.rtsminattackweight = Мінімальна ударна вага
|
rules.rtsminattackweight = Мінімальна ударна вага
|
||||||
|
|||||||
@@ -448,9 +448,9 @@ 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:
|
||||||
@@ -958,7 +958,7 @@ status.freezing.name = Đóng băng
|
|||||||
status.wet.name = Ẩm ướt
|
status.wet.name = Ẩm ướt
|
||||||
status.muddy.name = Sa lầy
|
status.muddy.name = Sa lầy
|
||||||
status.melting.name = Tan chảy
|
status.melting.name = Tan chảy
|
||||||
status.sapped.name = Ăn mòn
|
status.sapped.name = Suy yếu
|
||||||
status.electrified.name = Nhiễm điện
|
status.electrified.name = Nhiễm điện
|
||||||
status.spore-slowed.name = Nhiễm bào tử chậm
|
status.spore-slowed.name = Nhiễm bào tử chậm
|
||||||
status.tarred.name = Nhiễm dầu
|
status.tarred.name = Nhiễm dầu
|
||||||
@@ -966,7 +966,7 @@ status.overdrive.name = Tăng tốc
|
|||||||
status.overclock.name = Ép xung
|
status.overclock.name = Ép xung
|
||||||
status.shocked.name = Sốc
|
status.shocked.name = Sốc
|
||||||
status.blasted.name = Nổ
|
status.blasted.name = Nổ
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = Ăn mòn
|
||||||
status.unmoving.name = Bất động
|
status.unmoving.name = Bất động
|
||||||
status.boss.name = Trùm
|
status.boss.name = Trùm
|
||||||
|
|
||||||
@@ -1014,10 +1014,10 @@ stat.opposites = Đối nghịch
|
|||||||
stat.powercapacity = Dung lượng điện
|
stat.powercapacity = Dung lượng điện
|
||||||
stat.powershot = Năng lượng/Phát bắn
|
stat.powershot = Năng lượng/Phát bắn
|
||||||
stat.damage = Sát thương
|
stat.damage = Sát thương
|
||||||
stat.frequency = 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.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
|
||||||
@@ -1102,7 +1102,7 @@ ability.movelightning.description = Giải phóng tia điện khi di chuyển
|
|||||||
ability.armorplate = Mảnh giáp
|
ability.armorplate = Mảnh giáp
|
||||||
ability.armorplate.description = Giảm sát thương gánh chịu trong khi bắn
|
ability.armorplate.description = Giảm sát thương gánh chịu trong khi bắn
|
||||||
ability.shieldarc = Khiên vòng cung
|
ability.shieldarc = Khiên vòng cung
|
||||||
ability.shieldarc.description = Phát một khiên trường lực vòng cung hấp thụ các loại đạn
|
ability.shieldarc.description = Phát một khiên trường lực vòng cung hấp thụ hoặc làm chệch hướng các loại đạn, tên lửa và đơn vị
|
||||||
ability.suppressionfield = Ngăn chặn sửa chữa
|
ability.suppressionfield = Ngăn chặn sửa chữa
|
||||||
ability.suppressionfield.description = Dừng các công trình sửa chữa gần đó
|
ability.suppressionfield.description = Dừng các công trình sửa chữa gần đó
|
||||||
ability.energyfield = Trường điện từ
|
ability.energyfield = Trường điện từ
|
||||||
@@ -1122,7 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] độ bền/giây
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
|
ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
|
||||||
ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
|
ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
|
||||||
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
|
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
|
||||||
ability.stat.deflectchance = [stat]{0}%[lightgray] 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
|
||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = Cấp Độ AI Xây Dựng
|
|||||||
rules.rtsai = AI Chiến Thuật
|
rules.rtsai = AI Chiến Thuật
|
||||||
rules.rtsai.campaign = AI chiến thuật tấn công
|
rules.rtsai.campaign = AI chiến thuật tấn công
|
||||||
rules.rtsai.campaign.info = Trong bản đồ kiểu tấn công, làm các đơn vị tập hợp nhóm và tấn công căn cứ người chơi theo phương pháp thông minh hơn.
|
rules.rtsai.campaign.info = Trong bản đồ kiểu tấn công, làm các đơn vị tập hợp nhóm và tấn công căn cứ người chơi theo phương pháp thông minh hơn.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Kích Thước Đội Hình Tối Thiểu
|
rules.rtsminsquadsize = Kích Thước Đội Hình Tối Thiểu
|
||||||
rules.rtsmaxsquadsize = Kích Thước Đội Hình Tối Đa
|
rules.rtsmaxsquadsize = Kích Thước Đội Hình Tối Đa
|
||||||
rules.rtsminattackweight = Sức Tấn Công Tối Thiểu
|
rules.rtsminattackweight = Sức Tấn Công Tối Thiểu
|
||||||
@@ -1670,7 +1672,7 @@ block.snow.name = Tuyết
|
|||||||
block.crater-stone.name = Đá miệng núi lửa
|
block.crater-stone.name = Đá miệng núi lửa
|
||||||
block.sand-water.name = Nước cát
|
block.sand-water.name = Nước cát
|
||||||
block.darksand-water.name = Nước cát đen
|
block.darksand-water.name = Nước cát đen
|
||||||
block.char.name = Than
|
block.char.name = Đá cháy đen
|
||||||
block.dacite.name = Đá Dacit
|
block.dacite.name = Đá Dacit
|
||||||
block.rhyolite.name = Đá Ryolit
|
block.rhyolite.name = Đá Ryolit
|
||||||
block.dacite-wall.name = Tường Dacit
|
block.dacite-wall.name = Tường Dacit
|
||||||
@@ -2479,9 +2481,9 @@ unit.navanax.description = Bắn tia xung điện từ (EMP) nổ, gây thiệt
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
|
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
|
||||||
unit.locus.description = Bắn các viên đạn xen kẽ vào các mục tiêu kẻ địch.
|
unit.locus.description = Bắn các viên đạn xen kẽ vào các mục tiêu kẻ địch.
|
||||||
unit.precept.description = Bắn các viên đạn phân cụm xuyên thấu vào các mục tiêu kẻ địch.
|
unit.precept.description = Bắn các viên đạn phân cụm xuyên thấu vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi địa hình gây hại.
|
||||||
unit.vanquish.description = Bắn các viên đạn phân chia xuyên thấu lớn vào các mục tiêu kẻ địch.
|
unit.vanquish.description = Bắn các viên đạn phân chia xuyên thấu lớn vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi địa hình gây hại.
|
||||||
unit.conquer.description = Bắn các viên đạn xếp tầng xuyên thấu vào các mục tiêu kẻ địch.
|
unit.conquer.description = Bắn các viên đạn xếp tầng xuyên thấu vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi địa hình gây hại.
|
||||||
unit.merui.description = Bắn pháo tầm xa vào các mục tiêu kẻ địch trên mặt đất. Có thể đi qua hầu hết loại địa hình.
|
unit.merui.description = Bắn pháo tầm xa vào các mục tiêu kẻ địch trên mặt đất. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.cleroi.description = Bắn trái phá kép vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với các tháp súng phòng thủ mũi nhọn. Có thể đi qua hầu hết loại địa hình.
|
unit.cleroi.description = Bắn trái phá kép vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với các tháp súng phòng thủ mũi nhọn. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.anthicus.description = Bắn tên lửa dẫn đường tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
unit.anthicus.description = Bắn tên lửa dẫn đường tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = AI 建造等级
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS 进攻 AI
|
rules.rtsai.campaign = RTS 进攻 AI
|
||||||
rules.rtsai.campaign.info = 让敌方单位更智能地组队攻击玩家基地。
|
rules.rtsai.campaign.info = 让敌方单位更智能地组队攻击玩家基地。
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = 最小部队规模
|
rules.rtsminsquadsize = 最小部队规模
|
||||||
rules.rtsmaxsquadsize = 最大部队规模
|
rules.rtsmaxsquadsize = 最大部队规模
|
||||||
rules.rtsminattackweight = 最低进攻强度
|
rules.rtsminattackweight = 最低进攻强度
|
||||||
|
|||||||
@@ -1447,6 +1447,8 @@ rules.buildaitier = 建築者 AI 等級
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = 最小隊伍規模
|
rules.rtsminsquadsize = 最小隊伍規模
|
||||||
rules.rtsmaxsquadsize = 最大隊伍規模
|
rules.rtsmaxsquadsize = 最大隊伍規模
|
||||||
rules.rtsminattackweight = 最小攻擊力
|
rules.rtsminattackweight = 最小攻擊力
|
||||||
|
|||||||
Binary file not shown.
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Binary file not shown.
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Binary file not shown.
@@ -420,7 +420,10 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
ui.planet.hide();
|
ui.planet.hide();
|
||||||
SaveSlot slot = sector.save;
|
SaveSlot slot = sector.save;
|
||||||
sector.planet.setLastSector(sector);
|
sector.planet.setLastSector(sector);
|
||||||
if(slot != null && !clearSectors && (!sector.planet.clearSectorOnLose || sector.info.hasCore)){
|
|
||||||
|
boolean clearSave = sector.planet.clearSectorOnLose || sector.planet.campaignRules.clearSectorOnLose;
|
||||||
|
|
||||||
|
if(slot != null && !clearSectors && (!clearSave || sector.info.hasCore)){
|
||||||
|
|
||||||
try{
|
try{
|
||||||
boolean hadNoCore = !sector.info.hasCore;
|
boolean hadNoCore = !sector.info.hasCore;
|
||||||
@@ -435,7 +438,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
|
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
|
||||||
|
|
||||||
//don't carry over the spawn position and plans if the sector preset name or map size changed
|
//don't carry over the spawn position and plans if the sector preset name or map size changed
|
||||||
if(sector.planet.clearSectorOnLose || sector.info.spawnPosition == 0 || !sector.info.sectorDataMatches(sector)){
|
if(clearSave || sector.info.spawnPosition == 0 || !sector.info.sectorDataMatches(sector)){
|
||||||
playNewSector(origin, sector, reloader);
|
playNewSector(origin, sector, reloader);
|
||||||
}else{
|
}else{
|
||||||
int spawnPos = sector.info.spawnPosition;
|
int spawnPos = sector.info.spawnPosition;
|
||||||
|
|||||||
@@ -137,8 +137,10 @@ public class Logic implements ApplicationListener{
|
|||||||
state.rules.infiniteResources = false;
|
state.rules.infiniteResources = false;
|
||||||
state.rules.allowEditRules = false;
|
state.rules.allowEditRules = false;
|
||||||
state.rules.allowEditWorldProcessors = false;
|
state.rules.allowEditWorldProcessors = false;
|
||||||
|
if(state.getPlanet().enemyInfiniteItems){
|
||||||
state.rules.waveTeam.rules().infiniteResources = true;
|
state.rules.waveTeam.rules().infiniteResources = true;
|
||||||
state.rules.waveTeam.rules().fillItems = true;
|
state.rules.waveTeam.rules().fillItems = true;
|
||||||
|
}
|
||||||
state.rules.waveTeam.rules().buildSpeedMultiplier *= state.getPlanet().enemyBuildSpeedMultiplier;
|
state.rules.waveTeam.rules().buildSpeedMultiplier *= state.getPlanet().enemyBuildSpeedMultiplier;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -12,6 +12,7 @@ public class CampaignRules{
|
|||||||
public boolean randomWaveAI;
|
public boolean randomWaveAI;
|
||||||
public boolean legacyLaunchPads;
|
public boolean legacyLaunchPads;
|
||||||
public boolean rtsAI;
|
public boolean rtsAI;
|
||||||
|
public boolean clearSectorOnLose;
|
||||||
|
|
||||||
public void apply(Planet planet, Rules rules){
|
public void apply(Planet planet, Rules rules){
|
||||||
rules.staticFog = rules.fog = fog;
|
rules.staticFog = rules.fog = fog;
|
||||||
|
|||||||
@@ -38,14 +38,14 @@ public class SectorSubmissions{
|
|||||||
registerSerpuloSector(16, "Namero", "https://discord.com/channels/391020510269669376/1379926788280680579/1409970152283312352");
|
registerSerpuloSector(16, "Namero", "https://discord.com/channels/391020510269669376/1379926788280680579/1409970152283312352");
|
||||||
registerSerpuloSector(116, "Jamespire", "https://discord.com/channels/391020510269669376/1379926845058711734/1404131805074034712");
|
registerSerpuloSector(116, "Jamespire", "https://discord.com/channels/391020510269669376/1379926845058711734/1404131805074034712");
|
||||||
registerSerpuloSector(69, "Oct", "https://discord.com/channels/391020510269669376/1379926831326822610/1406230980120940556");
|
registerSerpuloSector(69, "Oct", "https://discord.com/channels/391020510269669376/1379926831326822610/1406230980120940556");
|
||||||
registerSerpuloSector(92, "Eggypc/Fish", "https://discord.com/channels/391020510269669376/1379926835621527615/1381929336860442731");
|
registerSerpuloSector(92, "Eggypc/Fish", "https://discord.com/channels/391020510269669376/1379926835621527615/1422178040489971834");
|
||||||
registerSerpuloSector(197, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926916911599676/1411358089759817793");
|
registerSerpuloSector(197, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926916911599676/1411358089759817793");
|
||||||
registerSerpuloSector(67, "Ếch ngồi đáy giếng", "https://discord.com/channels/391020510269669376/1379926828696866898/1389981795386396768");
|
registerSerpuloSector(67, "Ếch ngồi đáy giếng", "https://discord.com/channels/391020510269669376/1379926828696866898/1389981795386396768");
|
||||||
//180 has an alternate submission that may be more appropriate in terms of difficulty: https://discord.com/channels/391020510269669376/1379926889648619580/1411534650412892185
|
//180 has an alternate submission that may be more appropriate in terms of difficulty: https://discord.com/channels/391020510269669376/1379926889648619580/1411534650412892185
|
||||||
registerSerpuloSector(180, "Locla^Glass", "https://discord.com/channels/391020510269669376/1379926889648619580/1413522098370117765");
|
registerSerpuloSector(180, "Locla^Glass", "https://discord.com/channels/391020510269669376/1379926889648619580/1413522098370117765");
|
||||||
registerSerpuloSector(55, "Namero", "https://discord.com/channels/391020510269669376/1379926823277695189/1412588965256761402");
|
registerSerpuloSector(55, "Namero", "https://discord.com/channels/391020510269669376/1379926823277695189/1412588965256761402");
|
||||||
registerSerpuloSector(19, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926792479183019/1411342610525585468");
|
registerSerpuloSector(19, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926792479183019/1411342610525585468");
|
||||||
registerSerpuloSector(200, "Axye", "https://discord.com/channels/391020510269669376/1379926918429806755/1398949995041914933");
|
registerSerpuloSector(200, "Axye", "https://discord.com/channels/391020510269669376/1379926918429806755/1419180347232485448");
|
||||||
//191 has several alternate submissions
|
//191 has several alternate submissions
|
||||||
registerSerpuloSector(191, "Skeledragon", "https://discord.com/channels/391020510269669376/1379926912004001914/1380025875806027849");
|
registerSerpuloSector(191, "Skeledragon", "https://discord.com/channels/391020510269669376/1379926912004001914/1380025875806027849");
|
||||||
//alternate, more difficult submission: https://discord.com/channels/391020510269669376/1379926782966497322/1416145231853781022
|
//alternate, more difficult submission: https://discord.com/channels/391020510269669376/1379926782966497322/1416145231853781022
|
||||||
|
|||||||
@@ -125,6 +125,8 @@ public class Planet extends UnlockableContent{
|
|||||||
public boolean clearSectorOnLose = false;
|
public boolean clearSectorOnLose = false;
|
||||||
/** Multiplier for enemy rebuild speeds; only applied in campaign (not standard rules) */
|
/** Multiplier for enemy rebuild speeds; only applied in campaign (not standard rules) */
|
||||||
public float enemyBuildSpeedMultiplier = 1f;
|
public float enemyBuildSpeedMultiplier = 1f;
|
||||||
|
/** If true, the enemy team always has infinite items. */
|
||||||
|
public boolean enemyInfiniteItems = true;
|
||||||
/** If true, enemy cores are replaced with spawnpoints on this planet (for invasions) */
|
/** If true, enemy cores are replaced with spawnpoints on this planet (for invasions) */
|
||||||
public boolean enemyCoreSpawnReplace = false;
|
public boolean enemyCoreSpawnReplace = false;
|
||||||
/** If true, blocks in the radius of the core will be removed and "built up" in a shockwave upon landing. */
|
/** If true, blocks in the radius of the core will be removed and "built up" in a shockwave upon landing. */
|
||||||
|
|||||||
@@ -74,6 +74,10 @@ public class CampaignRulesDialog extends BaseDialog{
|
|||||||
check("@rules.rtsai.campaign", b -> rules.rtsAI = b, () -> rules.rtsAI);
|
check("@rules.rtsai.campaign", b -> rules.rtsAI = b, () -> rules.rtsAI);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(!planet.clearSectorOnLose){
|
||||||
|
check("@rules.clearsectoronloss", b -> rules.clearSectorOnLose = b, () -> rules.clearSectorOnLose);
|
||||||
|
}
|
||||||
|
|
||||||
//TODO: this is intentionally hidden until the new mechanics have been well-tested. I don't want people immediately switching to the old mechanics
|
//TODO: this is intentionally hidden until the new mechanics have been well-tested. I don't want people immediately switching to the old mechanics
|
||||||
if(planet.allowLegacyLaunchPads){
|
if(planet.allowLegacyLaunchPads){
|
||||||
// check("@rules.legacylaunchpads", b -> rules.legacyLaunchPads = b, () -> rules.legacyLaunchPads);
|
// check("@rules.legacylaunchpads", b -> rules.legacyLaunchPads = b, () -> rules.legacyLaunchPads);
|
||||||
|
|||||||
@@ -194,6 +194,21 @@ public class HudFragment{
|
|||||||
//.padLeft(dsize * 5 + 4f) to prevent alpha overlap on left
|
//.padLeft(dsize * 5 + 4f) to prevent alpha overlap on left
|
||||||
});
|
});
|
||||||
|
|
||||||
|
//left/right gutter areas
|
||||||
|
parent.fill((x, y, w, h) -> {
|
||||||
|
x = 0f;
|
||||||
|
y = 0f;
|
||||||
|
w = Core.graphics.getWidth();
|
||||||
|
h = Core.graphics.getHeight();
|
||||||
|
if(Core.scene.marginLeft > 0){
|
||||||
|
paneRight.draw(x, y, Core.scene.marginLeft, h);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(Core.scene.marginRight > 0){
|
||||||
|
paneLeft.draw(x + w - Core.scene.marginRight, y, Core.scene.marginRight, h);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
//"waiting for players"
|
//"waiting for players"
|
||||||
parent.fill(t -> {
|
parent.fill(t -> {
|
||||||
t.name = "waiting";
|
t.name = "waiting";
|
||||||
|
|||||||
@@ -66,6 +66,21 @@ public class MenuFragment{
|
|||||||
|
|
||||||
//info icon
|
//info icon
|
||||||
if(mobile){
|
if(mobile){
|
||||||
|
//left/right gutter areas
|
||||||
|
parent.fill((x, y, w, h) -> {
|
||||||
|
x = 0f;
|
||||||
|
y = 0f;
|
||||||
|
w = Core.graphics.getWidth();
|
||||||
|
h = Core.graphics.getHeight();
|
||||||
|
if(Core.scene.marginLeft > 0){
|
||||||
|
paneRight.draw(x, y, Core.scene.marginLeft, h);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(Core.scene.marginRight > 0){
|
||||||
|
paneLeft.draw(x + w - Core.scene.marginRight, y, Core.scene.marginRight, h);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
parent.fill(c -> c.bottom().left().button("", new TextButtonStyle(){{
|
parent.fill(c -> c.bottom().left().button("", new TextButtonStyle(){{
|
||||||
font = Fonts.def;
|
font = Fonts.def;
|
||||||
fontColor = Color.white;
|
fontColor = Color.white;
|
||||||
|
|||||||
@@ -26,4 +26,4 @@ org.gradle.caching=true
|
|||||||
org.gradle.internal.http.socketTimeout=100000
|
org.gradle.internal.http.socketTimeout=100000
|
||||||
org.gradle.internal.http.connectionTimeout=100000
|
org.gradle.internal.http.connectionTimeout=100000
|
||||||
android.enableR8.fullMode=false
|
android.enableR8.fullMode=false
|
||||||
archash=cde6d76804
|
archash=8d3f84b3c5
|
||||||
|
|||||||
@@ -603,13 +603,15 @@ public class ApplicationTests{
|
|||||||
|
|
||||||
entities.each(Building::updateProximity);
|
entities.each(Building::updateProximity);
|
||||||
|
|
||||||
|
final int iterations = 100_000;
|
||||||
|
|
||||||
//warmup
|
//warmup
|
||||||
for(int i = 0; i < 100000; i++){
|
for(int i = 0; i < iterations; i++){
|
||||||
entities.each(Building::update);
|
entities.each(Building::update);
|
||||||
}
|
}
|
||||||
|
|
||||||
Time.mark();
|
Time.mark();
|
||||||
for(int i = 0; i < 200000; i++){
|
for(int i = 0; i < iterations*2; i++){
|
||||||
entities.each(Building::update);
|
entities.each(Building::update);
|
||||||
}
|
}
|
||||||
Log.info(Time.elapsed() + "ms to process " + itemsa[0] + " items");
|
Log.info(Time.elapsed() + "ms to process " + itemsa[0] + " items");
|
||||||
@@ -662,6 +664,17 @@ public class ApplicationTests{
|
|||||||
assertEquals(414, world.height());
|
assertEquals(414, world.height());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Test
|
||||||
|
void load152Save(){
|
||||||
|
resetWorld();
|
||||||
|
SaveIO.load(Core.files.internal("152.msav"));
|
||||||
|
|
||||||
|
assertTrue(Groups.unit.contains(u -> u.type == UnitTypes.scepter));
|
||||||
|
|
||||||
|
assertEquals(2000, world.width());
|
||||||
|
assertEquals(195, world.height());
|
||||||
|
}
|
||||||
|
|
||||||
@Test
|
@Test
|
||||||
void arrayIterators(){
|
void arrayIterators(){
|
||||||
Seq<String> arr = Seq.with("a", "b" , "c", "d", "e", "f");
|
Seq<String> arr = Seq.with("a", "b" , "c", "d", "e", "f");
|
||||||
@@ -897,8 +910,11 @@ public class ApplicationTests{
|
|||||||
ObjectSet<Item> resources = new ObjectSet<>();
|
ObjectSet<Item> resources = new ObjectSet<>();
|
||||||
boolean hasSpawnPoint = false;
|
boolean hasSpawnPoint = false;
|
||||||
|
|
||||||
assertFalse(state.rules.infiniteResources, "Sector " + zone.name + " must not have infinite resources.");
|
assertFalse(state.rules.infiniteResources || Team.sharded.rules().infiniteResources, "Sector " + zone.name + " must not have infinite resources.");
|
||||||
assertFalse(state.rules.allowEditRules, "Sector " + zone.name + " must not have rule editing enabled.");
|
assertFalse(state.rules.allowEditRules, "Sector " + zone.name + " must not have rule editing enabled.");
|
||||||
|
assertFalse(state.rules.allowEditWorldProcessors, "Sector " + zone.name + " must not have world processor editing enabled.");
|
||||||
|
assertEquals(Team.sharded, state.rules.defaultTeam, "Sector " + zone.name + " must have the Sharded player team.");
|
||||||
|
assertEquals(Vars.state.getPlanet() == Planets.serpulo ? Team.crux : Team.malis, state.rules.waveTeam, "Sector " + zone.name + " must have the correct enemy team.");
|
||||||
|
|
||||||
for(Tile tile : world.tiles){
|
for(Tile tile : world.tiles){
|
||||||
if(tile.drop() != null){
|
if(tile.drop() != null){
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ public class ModTestAllure extends GenericModTest{
|
|||||||
|
|
||||||
@Test
|
@Test
|
||||||
public void begin(){
|
public void begin(){
|
||||||
grabMod("https://github.com/LixieWulf/Allure/archive/4150f74db1ea6058dc090959cf0fe5dc9d239e37.zip");
|
grabMod("https://github.com/LixieWulf/Allure/archive/7dff39df9b07719315a8379a88542fa0fe80fd30.zip");
|
||||||
checkExistence("allure");
|
checkExistence("allure");
|
||||||
|
|
||||||
UnitType type = Vars.content.unit("allure-0b11-exodus");
|
UnitType type = Vars.content.unit("allure-0b11-exodus");
|
||||||
|
|||||||
BIN
tests/src/test/resources/152.msav
Normal file
BIN
tests/src/test/resources/152.msav
Normal file
Binary file not shown.
Reference in New Issue
Block a user