typos fix.

This commit is contained in:
Vaniat 2020-02-27 08:43:49 +08:00
parent ead237ea50
commit 04f45cb11b
17 changed files with 73 additions and 73 deletions

Binary file not shown.

View File

@ -2,13 +2,13 @@
<LanguageData>
<!-- EN: You can dismiss letters by right-clicking on them. -->
<GameplayTips.tips.0>可以鼠标右键单击「信件」来消除它们。</GameplayTips.tips.0>
<GameplayTips.tips.0>可以鼠标右键单击「信件」来消除它们。</GameplayTips.tips.0>
<!-- EN: You can hold the shift key to queue orders on your colonists. -->
<GameplayTips.tips.1>可以按住Shift键排队制定殖民者的工作。</GameplayTips.tips.1>
<GameplayTips.tips.1>可以按住Shift键排队制定殖民者的工作。</GameplayTips.tips.1>
<!-- EN: You can right-click and drag to reorder colonists on the colonist bar. -->
<GameplayTips.tips.2>可以按住鼠标右键拖动殖民者头像对殖民者进行重新排序。</GameplayTips.tips.2>
<GameplayTips.tips.2>可以按住鼠标右键拖动殖民者头像对殖民者进行重新排序。</GameplayTips.tips.2>
<!-- EN: You can select previous/next colonist with the , and . keys. -->
<GameplayTips.tips.3>可以使用“,”和“.”键快速选择上一个/下一个殖民者。</GameplayTips.tips.3>
<GameplayTips.tips.3>可以使用“,”和“.”键快速选择上一个/下一个殖民者。</GameplayTips.tips.3>
<!-- EN: Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions. -->
<GameplayTips.tips.4>许多工作台的清单允许单击并复制相关设置。这甚至包括与服装或食物限制有关的内容。</GameplayTips.tips.4>
<!-- EN: In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority. -->
@ -22,7 +22,7 @@
<!-- EN: In a gunfight, always be behind cover! -->
<GameplayTips.tips.9>在枪战中,请始终躲在掩体后面。</GameplayTips.tips.9>
<!-- EN: In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. -->
<GameplayTips.tips.10>在枪战中,请让的殖民者分散。聚在一起更容易被击中。</GameplayTips.tips.10>
<GameplayTips.tips.10>在枪战中,请让的殖民者分散。聚在一起更容易被击中。</GameplayTips.tips.10>
<!-- EN: Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. -->
<GameplayTips.tips.11>烟雾能够让炮塔完全瘫痪,但其他人仍然能够以较低的命中率射击烟雾内的目标。</GameplayTips.tips.11>
<!-- EN: When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. -->
@ -30,15 +30,15 @@
<!-- EN: Foggy or rainy weather reduces the accuracy of ranged weapons. -->
<GameplayTips.tips.13>大雾或雨雪天气会降低远程武器的命中率。</GameplayTips.tips.13>
<!-- EN: You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. -->
<GameplayTips.tips.14>可以通过选择射击者并将鼠标放在目标身上来分析相关命中率。</GameplayTips.tips.14>
<GameplayTips.tips.14>可以通过选择射击者并将鼠标放在目标身上来分析相关命中率。</GameplayTips.tips.14>
<!-- EN: Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. -->
<GameplayTips.tips.15>炮塔在受到大量伤害时会爆炸。因此请不要将炮塔放置在一起,也不要让殖民者离炮塔太近。</GameplayTips.tips.15>
<!-- EN: Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it. -->
<GameplayTips.tips.16>一些动物在死亡时会爆炸。您可以利用空投仓将它们作为礼物送给敌人,请发挥您的想象力。</GameplayTips.tips.16>
<GameplayTips.tips.16>一些动物在死亡时会爆炸。你可以利用空投仓将它们作为礼物送给敌人,请发挥你的想象力。</GameplayTips.tips.16>
<!-- EN: If you need help in a fight, call your allies using the comms console. -->
<GameplayTips.tips.17>如果您在战斗中需要支援,请使用通讯台呼叫您的盟友。</GameplayTips.tips.17>
<GameplayTips.tips.17>如果你在战斗中需要支援,请使用通讯台呼叫你的盟友。</GameplayTips.tips.17>
<!-- EN: Maddened animals will attack any human, including your enemies. You can use this. -->
<GameplayTips.tips.18>发狂的动物会攻击任何人,包括您的敌人。您可以巧妙的利用这一点。</GameplayTips.tips.18>
<GameplayTips.tips.18>发狂的动物会攻击任何人,包括你的敌人。你可以巧妙的利用这一点。</GameplayTips.tips.18>
<!-- EN: EMP bursts will temporarily disable turrets, mortar shields, and bullet shields. -->
<GameplayTips.tips.19>EMP爆炸会使炮塔和迫击炮护盾等失效。</GameplayTips.tips.19>
<!-- EN: EMP bursts instantly break personal shields. -->
@ -48,11 +48,11 @@
<!-- EN: Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. -->
<GameplayTips.tips.22>动物受到近战伤害时更容易主动攻击。用缓慢的远程射击武器狩猎最安全。</GameplayTips.tips.22>
<!-- EN: Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. -->
<GameplayTips.tips.23>您尝试猎杀大群动物时,它们可能会一起主动攻击您。请预先评估狩猎风险,或选择落单及较弱的猎物。</GameplayTips.tips.23>
<GameplayTips.tips.23>你尝试猎杀大群动物时,它们可能会一起主动攻击你。请预先评估狩猎风险,或选择落单及较弱的猎物。</GameplayTips.tips.23>
<!-- EN: If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires. -->
<GameplayTips.tips.24>可以在下雨的时候捕猎会爆炸的动物,它们死后的爆炸不会引起森林大火。</GameplayTips.tips.24>
<GameplayTips.tips.24>可以在下雨的时候捕猎会爆炸的动物,它们死后的爆炸不会引起森林大火。</GameplayTips.tips.24>
<!-- EN: Place a caravan packing spot to designate where you want your caravans to form up. -->
<GameplayTips.tips.25>设置远行打包点能让的远行队更加高效。</GameplayTips.tips.25>
<GameplayTips.tips.25>设置远行打包点能让的远行队更加高效。</GameplayTips.tips.25>
<!-- EN: Single-person caravans can be very useful in certain situations. -->
<GameplayTips.tips.26>某些情况下,单人远行队是更好的选择。</GameplayTips.tips.26>
<!-- EN: Faster animals make faster caravans. -->
@ -62,19 +62,19 @@
<!-- EN: Before forming a caravan, collect them items you want to send in a stockpile near your caravan packing spot. This will make packing much faster. -->
<GameplayTips.tips.29>在组成远行队前,将需要携带的物资集中到远行打包点附近能大幅提高收集效率。</GameplayTips.tips.29>
<!-- EN: If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight. -->
<GameplayTips.tips.30>如果的远行队中有尚未训练的动物,可以在战斗前拆分成单独的远行队,以防出现意外。</GameplayTips.tips.30>
<GameplayTips.tips.30>如果的远行队中有尚未训练的动物,可以在战斗前拆分成单独的远行队,以防出现意外。</GameplayTips.tips.30>
<!-- EN: RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. -->
<GameplayTips.tips.31>RimWorld是一个故事生成器而非技能测试系统。殖民地的毁灭只是一幕悲剧并不是失败。</GameplayTips.tips.31>
<!-- EN: Some colonists are worse than useless. Bad allies are part of the challenge. -->
<GameplayTips.tips.32>一些殖民者甚至比一无是处更差劲,这些“定时炸弹”也是挑战的一部分。</GameplayTips.tips.32>
<!-- EN: If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue. -->
<GameplayTips.tips.33>如果您用尽办法也无法守住家园,那么带上您的远行队离开吧。您可能会远离故土,但故事仍将继续。</GameplayTips.tips.33>
<GameplayTips.tips.33>如果你用尽办法也无法守住家园,那么带上你的远行队离开吧。你可能会远离故土,但故事仍将继续。</GameplayTips.tips.33>
<!-- EN: Avoid using stone for doors. They open very slowly, which wastes your colonists' time. -->
<GameplayTips.tips.34>尽量避免用石材建造门,缓慢的打开速度会浪费殖民者的时间。</GameplayTips.tips.34>
<!-- EN: Put chairs in front of workbenches so workers can sit comfortably while working. -->
<GameplayTips.tips.35>在工作台前放一把椅子,以便殖民者可以更舒适的工作</GameplayTips.tips.35>
<!-- EN: Mechanical structures break down and require replacement components. Don't build things you don't need. -->
<GameplayTips.tips.36>机械结构的建筑会随着使用而损坏,这将消耗很多零件。因此请不要建造不需要的东西。</GameplayTips.tips.36>
<GameplayTips.tips.36>机械结构的建筑会随着使用而损坏,这将消耗很多零件。因此请不要建造不需要的东西。</GameplayTips.tips.36>
<!-- EN: Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them. -->
<GameplayTips.tips.37>请注意在桥梁上建造的东西。桥梁在爆炸攻击下很容易损毁,而上面的建筑物也会随之沉没。</GameplayTips.tips.37>
<!-- EN: Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. -->
@ -82,21 +82,21 @@
<!-- EN: Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. -->
<GameplayTips.tips.39>在一个建筑物里集中建造所有殖民地设施能节省资源,相应的风险是难以遏制火灾。</GameplayTips.tips.39>
<!-- EN: Terrain affects movement speed. Build floors to help your colonists get around quicker. -->
<GameplayTips.tips.40>地形会影响移动速度。请建造地板以帮助的殖民者更快的行动。</GameplayTips.tips.40>
<GameplayTips.tips.40>地形会影响移动速度。请建造地板以帮助的殖民者更快的行动。</GameplayTips.tips.40>
<!-- EN: Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. -->
<GameplayTips.tips.41>不同的地形有不同的基础清洁度。比如地砖本身是干净的,泥土本身就是脏的。</GameplayTips.tips.41>
<!-- EN: You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. -->
<GameplayTips.tips.42>可以通过释放囚犯改善与其所在派系的关系。</GameplayTips.tips.42>
<GameplayTips.tips.42>可以通过释放囚犯改善与其所在派系的关系。</GameplayTips.tips.42>
<!-- EN: You can request specific types of trade caravans using the comms console. -->
<GameplayTips.tips.43>可以使用通讯台联系关系为中立以上的派系,请求他们派出特定类型的商队。</GameplayTips.tips.43>
<GameplayTips.tips.43>可以使用通讯台联系关系为中立以上的派系,请求他们派出特定类型的商队。</GameplayTips.tips.43>
<!-- EN: You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations. -->
<GameplayTips.tips.44>您可以使用空投仓将礼物直接投送给其他派系的派系基地——甚至包括您的敌人,这会改善双方的关系。</GameplayTips.tips.44>
<GameplayTips.tips.44>你可以使用空投仓将礼物直接投送给其他派系的派系基地——甚至包括你的敌人,这会改善双方的关系。</GameplayTips.tips.44>
<!-- EN: Keeping prisoners together saves space. However, prisoners kept together will try to break out together. -->
<GameplayTips.tips.45>将囚犯集中关押能够节省空间,但他们也更容易集体越狱。</GameplayTips.tips.45>
<!-- EN: Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try. -->
<GameplayTips.tips.46>敌人的派系基地防备严密,您通常不需要去攻击。但如果您打算尝试,请做好充分的准备。</GameplayTips.tips.46>
<GameplayTips.tips.46>敌人的派系基地防备严密,你通常不需要去攻击。但如果你打算尝试,请做好充分的准备。</GameplayTips.tips.46>
<!-- EN: Cute tame animals will nuzzle your colonists, improving their mood. -->
<GameplayTips.tips.47>被驯服的可爱动物会亲昵的殖民者,这会使他们有好心情。</GameplayTips.tips.47>
<GameplayTips.tips.47>被驯服的可爱动物会亲昵的殖民者,这会使他们有好心情。</GameplayTips.tips.47>
<!-- EN: Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them. -->
<GameplayTips.tips.48>草食性动物可以通过在草地上放养节省饲料。</GameplayTips.tips.48>
<!-- EN: If someone has a serious infection in a limb, you can remove the limb to save their life. -->
@ -114,9 +114,9 @@
<!-- EN: Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. -->
<GameplayTips.tips.55>心情愉快的囚犯更容易降低抵抗和被说服加入。</GameplayTips.tips.55>
<!-- EN: You can have multiple researchers working simultaneously at multiple research tables. -->
<GameplayTips.tips.56>可以为多个研究人员配备对应的研究台来加快研究进度。</GameplayTips.tips.56>
<GameplayTips.tips.56>可以为多个研究人员配备对应的研究台来加快研究进度。</GameplayTips.tips.56>
<!-- EN: Geysers heat up rooms if enclosed. This can be dangerous, or useful. -->
<GameplayTips.tips.57>封闭的蒸汽间歇喷泉会提高室内温度,这会带来危险,也为提供机会。</GameplayTips.tips.57>
<GameplayTips.tips.57>封闭的蒸汽间歇喷泉会提高室内温度,这会带来危险,也为提供机会。</GameplayTips.tips.57>
<!-- EN: Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice. -->
<GameplayTips.tips.58>爆炸能扑灭爆炸半径范围内的火焰。这使迫击炮弹在没有其他选择的情况下可以用于灭火。</GameplayTips.tips.58>
<!-- EN: Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations. -->

View File

@ -675,7 +675,7 @@
<!-- Caravan misc -->
<!-- EN: Are you sure you want to attack {0}?\n\nThis will make {1} hostile to you, and they will eventually start raiding your colony! -->
<ConfirmAttackFriendlyFaction>确定要攻击{0}吗?\n\n这将使{1}与你敌对,最终他们会开始袭击你的殖民地!</ConfirmAttackFriendlyFaction>
<ConfirmAttackFriendlyFaction>确定要攻击{0}吗?\n\n这将使{1}与你敌对,最终他们会开始袭击你的殖民地!</ConfirmAttackFriendlyFaction>
<!-- Load transporters -->
<!-- EN: Load {0} -->
@ -885,7 +885,7 @@
<!-- Cleanup translation files -->
<!-- EN: Are you sure you want to cleanup all translation files for language {0}?\n\nThis will:\n - Add placeholders for missing keyed translations, def-injected translations, and backstories\n - Add or update comments containing the original, untranslated text\n - Move all keyed and def-injected translations to the appropriate XML files\n - Apply automatic formatting to all XML files\n - Update back-compatible def names\n - Remove all existing XML comments (except in full-list injections)\n\nNon-XML files will not be removed or modified.\n\nRemember to restart the game after modifying the language files before running this tool in order to reload all data.\n\nMake sure to back up all translation files before using this tool. -->
<ConfirmCleanupTranslationFiles>确定要清除语言{0}的所有翻译文件吗?\n\n这将\n - 为缺少的keyeddef-injected和backstories翻译添加占位符。\n - 添加或更新包含原始文本的注释\n - 将所有keyed和def-injected翻译移动到相应的XML文件\n - 将自动格式应用于XML文件\n - 更新反向兼容的def名称\n - 删除所有现有的XML注释全列表注入除外\n\n不会删除或修改非XML文件。\n\n在运行此工具前请在修改语言文件后重新启动游戏以便重新加载所有数据。\n\n使用前请务必备份所有翻译文件。</ConfirmCleanupTranslationFiles>
<ConfirmCleanupTranslationFiles>确定要清除语言{0}的所有翻译文件吗?\n\n这将\n - 为缺少的keyeddef-injected和backstories翻译添加占位符。\n - 添加或更新包含原始文本的注释\n - 将所有keyed和def-injected翻译移动到相应的XML文件\n - 将自动格式应用于XML文件\n - 更新反向兼容的def名称\n - 删除所有现有的XML注释全列表注入除外\n\n不会删除或修改非XML文件。\n\n在运行此工具前请在修改语言文件后重新启动游戏以便重新加载所有数据。\n\n使用前请务必备份所有翻译文件。</ConfirmCleanupTranslationFiles>
<!-- EN: Yes, I have a backup -->
<ConfirmCleanupTranslationFiles_Confirm>是的,我已经备份。</ConfirmCleanupTranslationFiles_Confirm>

View File

@ -318,8 +318,8 @@
<!-- EN: Dismiss this quest and move it to the historical tab.\n\nThe quest can be un-dismissed at any time. Its effects and expiry times will proceed as normal. You won't recieve notifications about dismissed quests. -->
<DismissQuest>取消此任务并将其移至「历史记录」标签。\n\n可以随时取消任务。其影响和有效期将照常进行。你不会收到有关已取消任务的通知。</DismissQuest>
<!-- EN: Un-dismiss this quest.\n\nThe quest will be returned to the available or active tab, and notifications will be re-enabled. -->
<UnDismissQuest>取消关闭此任务。\n\n该任务将返回到可用的或主动标签,通知将重新启用。</UnDismissQuest>
<UnDismissQuest>取消关闭此任务。\n\n该任务将返回到「可接受」或「进行中」标签,通知将重新启用。</UnDismissQuest>
<!-- EN: This quest is here because it was dismissed.\n\nYou can un-dismiss it until it expires. -->
<QuestDismissed>该任务已被撤消。\n\n你可以随时取消其撤消的操作在该任务到期之前</QuestDismissed>
<QuestDismissed>该任务已被取消。\n\n你可以在该任务到期之前随时撤销取消的操作</QuestDismissed>
</LanguageData>

View File

@ -409,7 +409,7 @@
<!-- EN: A new quest has become available. It is called '{0}'. -->
<LetterQuestBecameAvailable>一个新的任务得到启用。该任务被成为'{0}'。</LetterQuestBecameAvailable>
<!-- EN: If you dont accept the quest within {0}, it will expire. -->
<LetterQuestRequiresAcceptance>如果不在{0}内接受任务,它将过期。</LetterQuestRequiresAcceptance>
<LetterQuestRequiresAcceptance>如果不在{0}内接受任务,它将过期。</LetterQuestRequiresAcceptance>
<!-- EN: A new quest has become active. It is called '{0}'. -->
<LetterQuestBecameActive>一个新的任务开始了。该任务被称为'{0}'。</LetterQuestBecameActive>
<!-- EN: Quest active: {0} -->
@ -433,7 +433,7 @@
<!-- EN: {PAWN_nameDef} joins -->
<LetterLabelRescueeJoins>{PAWN_nameDef}加入</LetterLabelRescueeJoins>
<!-- EN: {PAWN_nameDef} is thankful that you rescued {PAWN_objective}. {PAWN_pronoun} has decided that {PAWN_pronoun} would rather stay than leave, and is joining your colony. -->
<LetterRescueeJoins>{PAWN_nameDef}感谢救出了{PAWN_objective}。{PAWN_pronoun}决定{PAWN_pronoun}自愿留下而不是离开,现在开始在加入的殖民地。</LetterRescueeJoins>
<LetterRescueeJoins>{PAWN_nameDef}感谢救出了{PAWN_objective}。{PAWN_pronoun}决定{PAWN_pronoun}自愿留下而不是离开,现在开始在加入的殖民地。</LetterRescueeJoins>
<!-- Pawns arrive and join -->
<!-- EN: People join -->
@ -494,7 +494,7 @@
<!-- EN: You have failed the quest '{0}'. -->
<LetterQuestCompletedFail>你未完成任务'{0}'。</LetterQuestCompletedFail>
<!-- EN: You have concluded the quest '{0}'. -->
<LetterQuestCompletedConcluded>已完成任务'{0}'。</LetterQuestCompletedConcluded>
<LetterQuestCompletedConcluded>已完成任务'{0}'。</LetterQuestCompletedConcluded>
<!-- Bladelink -->
<!-- EN: Bladelink bond: {PAWN_labelShort} -->

View File

@ -247,9 +247,9 @@
<!-- EN: Jump to {0} -->
<JumpToTargetCustom>跳转至{0}</JumpToTargetCustom>
<!-- EN: Challenge rating. This is a general rating for how difficult the quest will be relative to your current strength. More challenging quests give greater rewards.\n\n1: Normal\n2: Hard\n3: Extreme\n4: Ultimate -->
<QuestChallengeRatingTip>挑战等级。这是一个综合的难易度评级,显示该任务相对于当前的实力有多少差距。更具挑战性的任务会带来更大的奖励。\n\n1: 普通\n2: 困难\n3: 极难\n4: 终极</QuestChallengeRatingTip>
<QuestChallengeRatingTip>挑战等级。这是一个综合的难易度评级,显示该任务相对于当前的实力有多少差距。更具挑战性的任务会带来更大的奖励。\n\n1: 普通\n2: 困难\n3: 极难\n4: 终极</QuestChallengeRatingTip>
<!-- EN: To accept this quest, you need -->
<QuestAcceptanceRequirementsDescription>要接受此任务,需要</QuestAcceptanceRequirementsDescription>
<QuestAcceptanceRequirementsDescription>要接受此任务,需要</QuestAcceptanceRequirementsDescription>
<!-- EN: free bedrooms that satisfy the title requirements of -->
<QuestBedroomRequirementsUnsatisfied>满足头衔要求的空置卧室</QuestBedroomRequirementsUnsatisfied>
<!-- EN: a free bedroom that satisfies the title requirements of -->

View File

@ -67,7 +67,7 @@
<!-- Main menu dev build -->
<!-- EN: Warning: This is an unstable development build. This means we are running design experiments and doing technical development.\n\nSome things will be temporarily unbalanced on purpose. This is a classic game design method where we deliberately go too far with a balance change in order to better understand balance boundaries. We can then use that information to decide on the final balance points.\n\nThere will also be bugs, including game-breaking ones. Save compatibility may break any time.\n\nIf you're okay with all of this, thanks for testing! If you don't want to be subject to our experiments, please play the latest stable version. -->
<DevBuildWarning>警告:这是一个不稳定的开发版本。这意味着我们正在进行设计实验并进行技术开发。\n\n一些地方会暂时失去平衡。这是一种经典的游戏设计方法为了更好地理解平衡的界限我们会故意在这方面绕远。然后我们会通过得到的信息结果决定最终的平衡点。\n\n期间我们会遇到一些问题甚至可能造成游戏崩溃。对存档的兼容性支持也不会太好。\n\n如果您对所有这些都表示满意,非常感谢您参与测试!如果您不想接受测试,请选择最新的稳定版本。</DevBuildWarning>
<DevBuildWarning>警告:这是一个不稳定的开发版本。这意味着我们正在进行设计实验并进行技术开发。\n\n一些地方会暂时失去平衡。这是一种经典的游戏设计方法为了更好地理解平衡的界限我们会故意在这方面绕远。然后我们会通过得到的信息结果决定最终的平衡点。\n\n期间我们会遇到一些问题甚至可能造成游戏崩溃。对存档的兼容性支持也不会太好。\n\n如果你对所有这些都表示满意,非常感谢你参与测试!如果你不想接受测试,请选择最新的稳定版本。</DevBuildWarning>
<!-- Create/review world -->
<!-- EN: Review world -->

View File

@ -387,7 +387,7 @@
<!-- EN: Required -->
<Required>必需</Required>
<!-- EN: Warning: You cannot complete trade requests by using transport pods.\nIf you send the goods, the settlement will accept them as gifts but they will not reward you.\n\nFor trading, approach the settlement with a caravan!\n\nAre you sure you want to gift the loaded goods to the faction? -->
<GiveGiftViaTransportPodsTradeRequestWarning>警告:无法使用空投仓完成交易请求。\n如果发射这批货物目标基地会将其作为礼物而非交易品接收\n\n如果您希望交易,请以远行队形式访问目标基地!\n\n您确定要将装好的礼物送给目标派系吗?</GiveGiftViaTransportPodsTradeRequestWarning>
<GiveGiftViaTransportPodsTradeRequestWarning>警告:无法使用空投仓完成交易请求。\n如果发射这批货物目标基地会将其作为礼物而非交易品接收\n\n如果你希望交易,请以远行队形式访问目标基地!\n\n你确定要将装好的礼物送给目标派系吗?</GiveGiftViaTransportPodsTradeRequestWarning>
<!-- EN: prisoner -->
<PrisonerLower>囚犯</PrisonerLower>
<!-- EN: prisoners -->
@ -1219,9 +1219,9 @@
<Reward_Items>装有以下资源的空投仓即将到达(总价值{1}\n\n{0}</Reward_Items>
<!-- EN: you will receive (total value {1}):
\n{0} -->
<Reward_Items_Caravan>将收到(总价值{1}\n\n{0}</Reward_Items_Caravan>
<Reward_Items_Caravan>将收到(总价值{1}\n\n{0}</Reward_Items_Caravan>
<!-- EN: your faction relations with {0_name} will improve by {1} -->
<Reward_Goodwill>与{0_name}的派系关系将提高{1}</Reward_Goodwill>
<Reward_Goodwill>与{0_name}的派系关系将提高{1}</Reward_Goodwill>
<!-- Bladelink -->
<!-- EN: Bonded to: {PAWN_labelShort} -->

View File

@ -12,12 +12,12 @@
<li>colonistCountToLend(colonistsToLendCount>1)->[colonistsToLendCount] colonists</li>
-->
<PawnLend.questDescriptionRules.rulesStrings>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]的[asker_faction_leaderTitle][asker_nameFull]需要人手帮忙[dutyDescription]。[asker_pronoun]要求将[colonistCountToLend]派给[asker_faction_name]帮忙[lendForDays]天。\n\n[lendForDays]天过后, 你的殖民者将乘坐空投舱返回。\n\n如果同意,会有穿梭机来接[colonistCountToLend]。当[colonistCountToLend]安全登舱后,[allRewardsDescriptions]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]的[asker_faction_leaderTitle][asker_nameFull]需要人手帮忙[dutyDescription]。[asker_pronoun]要求将[colonistCountToLend]派给[asker_faction_name]帮忙[lendForDays]天。\n\n[lendForDays]天过后, 你的殖民者将乘坐空投舱返回。\n\n如果同意,会有穿梭机来接[colonistCountToLend]。当[colonistCountToLend]安全登舱后,[allRewardsDescriptions]</li>
<li>disease->流感</li>
<li>disease->瘟疫</li>
<li>disease->疟疾</li>
<li>disease->伤口感染</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_faction_name]的[asker_royalTitleInCurrentFaction][asker_nameFull]希望通过展示一些[entertainerDescription]来增添[asker_possessive]的生活情趣。[asker_pronoun]要求将[colonistCountToLend]派给[asker_faction_name]帮忙[lendForDays]天。\n\n[lendForDays]天过后, 你的殖民者将乘坐空投舱返回。\n\n如果同意,会有穿梭机来接[colonistCountToLend]。当[colonistCountToLend]安全登舱后,[allRewardsDescriptions]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_faction_name]的[asker_royalTitleInCurrentFaction][asker_nameFull]希望通过展示一些[entertainerDescription]来增添[asker_possessive]的生活情趣。[asker_pronoun]要求将[colonistCountToLend]派给[asker_faction_name]帮忙[lendForDays]天。\n\n[lendForDays]天过后, 你的殖民者将乘坐空投舱返回。\n\n如果同意,会有穿梭机来接[colonistCountToLend]。当[colonistCountToLend]安全登舱后,[allRewardsDescriptions]</li>
<li>colonistCountToLend(colonistsToLendCount==1)->一位殖民者</li>
<li>colonistCountToLend(colonistsToLendCount>1)->[colonistsToLendCount]殖民者</li>
</PawnLend.questDescriptionRules.rulesStrings>

View File

@ -7,9 +7,9 @@
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], wants to watch how you primitive surface-dwellers deal with catastrophe. [asker_pronoun] proposes an artifical disaster for you: [gameConditionDescriptionFuture]. [asker_nameDef] will watch via high-altitude drone.\n\nAs compensation, [asker_pronoun] will send items to [map_definite] in reward (total value [itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]\n\n[allRewardsDescriptionsExceptItems]</li>
-->
<ThreatReward_GameCondition_ItemPod.questDescriptionRules.rulesStrings>
<li>questDescription(askerIsNull==true)->轨道飞船上的智能AI想要进行一些行星实验。但是招致来自伦理审查委员会的麻烦因为他的实验可能会引起一些不幸的副作用。\n\n如果他进行实验[gameConditionDescriptionFuture]。\n\n为了取得的同意,他允诺通过空投舱向[map_definite]发送一些物资(总价值[itemsReward_totalMarketValue_money])\n\n[itemsReward_items]\n\n[allRewardsDescriptionsExceptItems]</li>
<li>questDescription(askerIsNull==true)->轨道飞船上的智能AI想要进行一些行星实验。但是招致来自伦理审查委员会的麻烦因为他的实验可能会引起一些不幸的副作用。\n\n如果他进行实验[gameConditionDescriptionFuture]。\n\n为了取得的同意,他允诺通过空投舱向[map_definite]发送一些物资(总价值[itemsReward_totalMarketValue_money])\n\n[itemsReward_items]\n\n[allRewardsDescriptionsExceptItems]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]受到敌对机械族的威胁。他们的首领[asker_nameFull]希望你出面干涉。如果你这样做,机械族将会把矛头指向你,并且[gameConditionDescriptionFuture]。\n\n作为回报[asker_nameDef]允诺通过空投舱向[map_definite]发送一些物资(总价值[itemsReward_totalMarketValue_money])\n\n[itemsReward_items]\n\n[allRewardsDescriptionsExceptItems]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->来自[asker_faction_name]的[asker_royalTitleInCurrentFaction][asker_nameFull]想看看原始的土著是如何应对灾难的。[asker_pronoun]提出在这里制造一场人为灾难:[gameConditionDescriptionFuture]。[asker_nameDef]将使用高空无人机观看整个过程。\n\n作为补偿[asker_pronoun]允诺通过空投舱向[map_definite]发送一些物资(总价值[itemsReward_totalMarketValue_money])\n\n[itemsReward_items]\n\n[allRewardsDescriptionsExceptItems]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->来自[asker_faction_name]的[asker_royalTitleInCurrentFaction][asker_nameFull]想看看原始的土著是如何应对灾难的。[asker_pronoun]提出在这里制造一场人为灾难:[gameConditionDescriptionFuture]。[asker_nameDef]将使用高空无人机观看整个过程。\n\n作为补偿[asker_pronoun]允诺通过空投舱向[map_definite]发送一些物资(总价值[itemsReward_totalMarketValue_money])\n\n[itemsReward_items]\n\n[allRewardsDescriptionsExceptItems]</li>
</ThreatReward_GameCondition_ItemPod.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName->[asker_nameDef]'s [gameCondition_label]</li>
@ -33,7 +33,7 @@
<li>infestationArrivalLetterText(asker_royalInCurrentFaction==True)->The infestation was instigated by [asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], for [asker_possessive] entertainment.</li>
-->
<ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings>
<li>questDescription(askerIsNull==true)->一艘在轨科研船想测试一种新兴的昆虫信息素。如果同意,他们将在[map_definite]释放信息素,这样将唤醒规模为 [hivesCount]的虫巢。\n\n作为交换科研船将用空投舱向你发送(总价值[itemsReward_totalMarketValue_money])\n\n[itemsReward_items]</li>
<li>questDescription(askerIsNull==true)->一艘在轨科研船想测试一种新兴的昆虫信息素。如果同意,他们将在[map_definite]释放信息素,这样将唤醒规模为 [hivesCount]的虫巢。\n\n作为交换科研船将用空投舱向你发送(总价值[itemsReward_totalMarketValue_money])\n\n[itemsReward_items]</li>
<li>infestationArrivalLetterText(askerIsNull==true)->虫巢被在轨研究船释放的信息素所唤醒。</li>
<li>questDescription(asker_factionLeader==True)->来自[asker_faction_name]的[asker_faction_leaderTitle][asker_nameFull]声称其在[map_definite]附近的哨站总是受到虫灾侵害。[asker_pronoun]希望把虫害引到你这,并允诺通过空投舱向你发送一些物资作为回报。空投舱包含(总价值[itemsReward_totalMarketValue_money])\n\n[itemsReward_items]\n\n[helpersParagraph]如果你同意,规模为 [hivesCount]的虫巢将被唤醒。[allRewardsDescriptionsExceptItems]</li>
<li>infestationArrivalLetterText(asker_factionLeader==True)->虫巢最早出现在[asker_faction_name]的[asker_nameFull]附近。</li>

View File

@ -28,9 +28,9 @@
<li>failLetterEndingCommon->You have failed the quest '[resolvedQuestName]'.\n\nYour relations with [asker_faction_name] have decreased by [goodwillPenalty].</li>
-->
<QuestConstructionDescriptionCommon.rulePack.rulesStrings>
<li>questDescription(askerIsNull==true)->收到一条来自匿名机械体的神秘信息这条信息要求建造一个非常特殊的纪念碑。\n\n[commonEnding]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]的[asker_faction_leaderTitle][asker_nameFull]请求建造一个纪念碑[buildReason]。\n\n[commonEnding]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_faction_name]的[asker_royalTitleInCurrentFaction][asker_nameFull]要求建造一个纪念碑[buildReason]。\n\n[commonEnding]</li>
<li>questDescription(askerIsNull==true)->收到一条来自匿名机械体的神秘信息这条信息要求建造一个非常特殊的纪念碑。\n\n[commonEnding]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]的[asker_faction_leaderTitle][asker_nameFull]请求建造一个纪念碑[buildReason]。\n\n[commonEnding]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_faction_name]的[asker_royalTitleInCurrentFaction][asker_nameFull]要求建造一个纪念碑[buildReason]。\n\n[commonEnding]</li>
<li>asker2(askerIsNull==true)->建造能力</li>
<li>asker2(asker_factionLeader==True)->[asker_nameDef]</li>
<li>asker2(asker_royalInCurrentFaction==True)->[asker_royalTitleInCurrentFaction]</li>
@ -50,8 +50,8 @@
<li>glory->无敌舰队</li>
<li>glory->财富</li>
<li>glory->家族</li>
<li>failLetterEndingCommon(askerIsNull==true,priority=1)->未能完成任务'[resolvedQuestName]'。</li>
<li>failLetterEndingCommon->您未能完成任务'[resolvedQuestName]'。\n\n您与[asker_faction_name]的关系下降[goodwillPenalty]。</li>
<li>failLetterEndingCommon(askerIsNull==true,priority=1)->未能完成任务'[resolvedQuestName]'。</li>
<li>failLetterEndingCommon->你未能完成任务'[resolvedQuestName]'。\n\n你与[asker_faction_name]的关系下降[goodwillPenalty]。</li>
</QuestConstructionDescriptionCommon.rulePack.rulesStrings>
<!-- EN:

View File

@ -60,10 +60,10 @@
<li>minMoodInfo-></li>
<li>commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]\n\n[mustKeepOnMapParagraph]</li>
<li>enemyGroupsParagraph->袭击每[threatsIntervalTicks_duration]会发生一次。袭击规模与以下情况相当:\n\n[threatExample]</li>
<li>shuttleWillComeParagraph(lodgersCount==1)->在[shuttleDelayTicks_duration]后,一艘负责运送[lodgers0_nameDef]的穿梭机将会到达。如果能将[lodgers0_objective]安全送上穿梭机,[allRewardsDescriptions]</li>
<li>shuttleWillComeParagraph(lodgersCount>=2)->在[shuttleDelayTicks_duration]后,一艘负责运送[lodgersLabelPlural]的穿梭机将会到达。如果能将他们安全送上穿梭机,[allRewardsDescriptions]</li>
<li>mustKeepOnMapParagraph(lodgersCount==1)->必须确保[lodgers0_nameDef]处于[map_definite]并且不会将[lodgers0_objective]派遣到其他任何地方。</li>
<li>mustKeepOnMapParagraph(lodgersCount>=2)->必须确保[lodgersLabelPlural]处于[map_definite]并且不会将他们派遣到其他任何地方。</li>
<li>shuttleWillComeParagraph(lodgersCount==1)->在[shuttleDelayTicks_duration]后,一艘负责运送[lodgers0_nameDef]的穿梭机将会到达。如果能将[lodgers0_objective]安全送上穿梭机,[allRewardsDescriptions]</li>
<li>shuttleWillComeParagraph(lodgersCount>=2)->在[shuttleDelayTicks_duration]后,一艘负责运送[lodgersLabelPlural]的穿梭机将会到达。如果能将他们安全送上穿梭机,[allRewardsDescriptions]</li>
<li>mustKeepOnMapParagraph(lodgersCount==1)->必须确保[lodgers0_nameDef]处于[map_definite]并且不会将[lodgers0_objective]派遣到其他任何地方。</li>
<li>mustKeepOnMapParagraph(lodgersCount>=2)->必须确保[lodgersLabelPlural]处于[map_definite]并且不会将他们派遣到其他任何地方。</li>
<li>threatsInfoMechClustersSingleHuman->[lodgers0_nameDef]近期[mechViolation],已经被在轨的大批机械族锁定。 只要[lodgers0_nameDef]存在,机械战斗群就将被投送到[map_definite]。</li>
<li>threatsInfoMechClustersMultiPrisoners->囚犯们近期[mechViolation],已经被在轨的大批机械族锁定。只要囚犯存在,机械战斗群就将被投送到[map_definite]。</li>
<li>threatsInfoMechRaidsSingleHuman->[lodgers0_nameDef]近期[mechViolation],已经被大批机械族锁定。只要[lodgers0_nameDef]存在,机械族袭击就会一直出现。</li>
@ -78,8 +78,8 @@
<li>lodgersHasHave(lodgersCount>=2)->有</li>
<li>remainingWillNowLeave(lodgersCount==1)-></li>
<li>remainingWillNowLeave(lodgersCount>=2)->现在所有剩余的[lodgersLabelPlural]都将离开。</li>
<li>failLetterEndingCommon(askerIsNull==true,priority=1)->未能完成任务'[resolvedQuestName]'。</li>
<li>failLetterEndingCommon->您未能完成任务'[resolvedQuestName]'。\n\n您与[asker_faction_name]的关系下降[goodwillPenalty]。</li>
<li>failLetterEndingCommon(askerIsNull==true,priority=1)->未能完成任务'[resolvedQuestName]'。</li>
<li>failLetterEndingCommon->你未能完成任务'[resolvedQuestName]'。\n\n你与[asker_faction_name]的关系下降[goodwillPenalty]。</li>
</QuestHospitalityCommon.rulePack.rulesStrings>
</LanguageData>

View File

@ -9,7 +9,7 @@
<!-- EN: fine indigo carpet -->
<CarpetFineIndigo.label>靛蓝地毯</CarpetFineIndigo.label>
<!-- EN: Soft and silky indigo carpet, for that extra sense of pomp. -->
<CarpetFineIndigo.description>柔软顺滑的靛蓝地毯,让倍感奢华。</CarpetFineIndigo.description>
<CarpetFineIndigo.description>柔软顺滑的靛蓝地毯,让倍感奢华。</CarpetFineIndigo.description>
<!-- EN: fine white carpet -->
<CarpetFineWhite.label>精致白色地毯</CarpetFineWhite.label>

View File

@ -2,7 +2,7 @@
<LanguageData>
<!-- EN: Some royal titles allow the holder to call for military aid. This can save you in a tough moment. -->
<RoyaltyTips.tips.0>一些荣誉头衔允许持有者要求军事援助。这能够帮助脱离险境。</RoyaltyTips.tips.0>
<RoyaltyTips.tips.0>一些荣誉头衔允许持有者要求军事援助。这能够帮助脱离险境。</RoyaltyTips.tips.0>
<!-- EN: Higher royal title holders have a special need for authority. They satisfy it by reigning from a throne. -->
<RoyaltyTips.tips.1>高级荣誉头衔持有者需要更高的权威。请通过建造「宝座」满足需求。</RoyaltyTips.tips.1>
<!-- EN: Higher level royal colonists won't eat food that is below their expectations, unless they're starving. -->
@ -12,11 +12,11 @@
<!-- EN: If a royal title holder dies, their title goes to their chosen heir. -->
<RoyaltyTips.tips.4>若荣誉头衔持有者去世,该头衔将传给他们选择的继承人。</RoyaltyTips.tips.4>
<!-- EN: You can change the heir of a royal title holder through the comms console. However, this requires completing a ritual. -->
<RoyaltyTips.tips.5>可以通过「通讯台」更改荣誉头衔持有者的继承人。当然,这需要举行一个仪式。</RoyaltyTips.tips.5>
<RoyaltyTips.tips.5>可以通过「通讯台」更改荣誉头衔持有者的继承人。当然,这需要举行一个仪式。</RoyaltyTips.tips.5>
<!-- EN: The Empire bestows a free psychic amplifier upon anyone who earns the title required to use it. -->
<RoyaltyTips.tips.6>「帝国」向所有获得荣誉头衔的人免费授予「心灵增幅装置」。</RoyaltyTips.tips.6>
<!-- EN: You can upgrade and downgrade an installed psychic amplifier through surgery. -->
<RoyaltyTips.tips.7>可以通过手术给已安装的「心灵增幅装置」升降级。</RoyaltyTips.tips.7>
<RoyaltyTips.tips.7>可以通过手术给已安装的「心灵增幅装置」升降级。</RoyaltyTips.tips.7>
<!-- EN: The Empire restricts usage of certain implants to those with specific royal titles. Using them illegally may lead to diplomatic consequences with the Empire. -->
<RoyaltyTips.tips.8>「帝国」限制某些植入物为特定荣誉头衔专用。非法使用将造成不良的外交后果。</RoyaltyTips.tips.8>
<!-- EN: The psychic silencer implant masks psychic signatures, preventing authorities from detecting illegal psychic powers. -->
@ -24,13 +24,13 @@
<!-- EN: Installing a new level of psychic amplifier grants knowledge of one psycast. -->
<RoyaltyTips.tips.10>每次安装更高级别的「心灵增幅装置」都会授予一个新的「心灵能力」。</RoyaltyTips.tips.10>
<!-- EN: Psycasts can give you significant advantage in combat. -->
<RoyaltyTips.tips.11>「心灵能力」会在战斗中为带来巨大的优势。</RoyaltyTips.tips.11>
<RoyaltyTips.tips.11>「心灵能力」会在战斗中为带来巨大的优势。</RoyaltyTips.tips.11>
<!-- EN: Performing a psycast on an ally will harm faction relations - but only if the psycast has negative effects. -->
<RoyaltyTips.tips.12>对盟友释放「心灵能力」会损害派系关系——如果该能力有负面效果。</RoyaltyTips.tips.12>
<!-- EN: The invisibility psycast's effect doesn't wear off when you attack. -->
<RoyaltyTips.tips.13>「隐身」能力不会在攻击的时候消失。</RoyaltyTips.tips.13>
<!-- EN: Going over your psychic entropy limit can save you in a desperate situation - but the health risks are severe. -->
<RoyaltyTips.tips.14>「心灵熵」超负荷能救于危难,代价是巨大的健康风险。</RoyaltyTips.tips.14>
<RoyaltyTips.tips.14>「心灵熵」超负荷能救于危难,代价是巨大的健康风险。</RoyaltyTips.tips.14>
<!-- EN: Creatures with higher psychic sensitivity are affected more by psycasts. -->
<RoyaltyTips.tips.15>「心理敏感度」越高,受到「心灵能力」的影响越大。</RoyaltyTips.tips.15>
<!-- EN: Fitting your psycasters with psyfocus gear will increase their psychic entropy limit and regeneration rate. -->
@ -40,6 +40,6 @@
<!-- EN: Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. -->
<RoyaltyTips.tips.18>某些机械群集在受干扰前会保持休眠状态。利用这段时间做好准备。</RoyaltyTips.tips.18>
<!-- EN: The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for royal favor. -->
<RoyaltyTips.tips.19>帝国贡品征收官每年将造访两次,可以用囚犯或金币取得皇室的青睐。</RoyaltyTips.tips.19>
<RoyaltyTips.tips.19>帝国贡品征收官每年将造访两次,可以用囚犯或金币取得皇室的青睐。</RoyaltyTips.tips.19>
</LanguageData>

View File

@ -4,6 +4,6 @@
<!-- EN: Royal tribute collector -->
<LetterLabelTributeCollectorArrival>皇家征募队</LetterLabelTributeCollectorArrival>
<!-- EN: A royal tribute collector from {FACTION_name} is approaching.\n\nThey will accept any prisoners and gold you offer as tribute. The one who gives over the tribute will receive {FACTION_royalFavorLabel} for fulfilling the tradition and supporting the upper houses.\n\nYou can expect a tribute collector to arrive roughly twice per year as long as you are not enemies with {FACTION_name}. -->
<LetterTributeCollectorArrival>来自{FACTION_name}的皇室征募队正在接近。\n\n他们将接受提供的任何囚犯和黄金作为朝贡。如果放弃进贡,则可以通过满足房间需求或者更高级的房间来获得{FACTION_royalFavorLabel}。\n\n只要你不是{FACTION_name}的敌人,你就可以等到征募队每年来访两次。</LetterTributeCollectorArrival>
<LetterTributeCollectorArrival>来自{FACTION_name}的皇室征募队正在接近。\n\n他们将接受提供的任何囚犯和黄金作为朝贡。如果放弃进贡,则可以通过满足房间需求或者更高级的房间来获得{FACTION_royalFavorLabel}。\n\n只要你不是{FACTION_name}的敌人,你就可以等到征募队每年来访两次。</LetterTributeCollectorArrival>
</LanguageData>

View File

@ -38,6 +38,6 @@
<!-- EN: whoever accepted the quest will receive {1} {0_royalFavorLabel} from {0_name} -->
<Reward_RoyalFavor>接受任务的人都会从{0_name}收到{1}{0_royalFavorLabel}</Reward_RoyalFavor>
<!-- EN: you may choose one of the participating {2} to receive {1} {0_royalFavorLabel} from {0_name} -->
<Reward_RoyalFavor_ChoosePawn>你可以选择一个参与的{2}之一从{0 _name}接收{1}{0 _royalfavorlabel}</Reward_RoyalFavor_ChoosePawn>
<Reward_RoyalFavor_ChoosePawn>你可以选择一个参与的{2}之一从{0_name}接收{1}{0_royalfavorlabel}</Reward_RoyalFavor_ChoosePawn>
</LanguageData>