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Incidents.xml
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Incidents.xml
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<LetterLabelAnimalInsanitySingle>动物发狂</LetterLabelAnimalInsanitySingle>
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<AnimalInsanitySingle>本地区的一只{0}发狂了。它会攻击任何视野内的人类。</AnimalInsanitySingle>
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<LetterLabelAnimalInsanityMultiple>大批动物发狂!</LetterLabelAnimalInsanityMultiple>
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<AnimalInsanityMultiple>某种心灵波扫过了整个地区。你的殖民者们没出什么问题,但是……\n\n看来地区内的大批{0}都因此发狂了。</AnimalInsanityMultiple>
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<LetterLabelCropBlight>枯萎病</LetterLabelCropBlight>
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<CropBlight>一种神秘的枯萎病毁掉了你的农作物。</CropBlight>
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<LetterLabelMiracleHeal>医疗奇迹</LetterLabelMiracleHeal>
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<MiracleHeal>{0}奇迹般的恢复健康了!</MiracleHeal>
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<!-- Enemy raids -->
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<EnemyRaidWalkIn>一群来自{1}的{0}来到了附近。</EnemyRaidWalkIn>
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<EnemyRaidEdgeDrop>一群来自{1}的{0}空投到了附近。</EnemyRaidEdgeDrop>
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<EnemyRaidCenterDrop>一群来自{1}的{0}直接空投到了你的殖民地上!</EnemyRaidCenterDrop>
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<EnemyRaidLeaderPresent>{0}中的{1}是该派系首领。</EnemyRaidLeaderPresent>
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<!-- Friendly raids -->
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<FriendlyRaidWalkIn>一群来自{1}的友方{0}来到了附近。</FriendlyRaidWalkIn>
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<FriendlyRaidEdgeDrop>一群来自{1}的友方{0}空投到了附近。</FriendlyRaidEdgeDrop>
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<FriendlyRaidCenterDrop>一群来自{1}的友方{0}直接空投到了你的殖民地上!</FriendlyRaidCenterDrop>
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<FriendlyRaidLeaderPresent>{0}中的{1}是该派系首领。</FriendlyRaidLeaderPresent>
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<LetterLabelRefugeePodCrash>逃生舱坠毁</LetterLabelRefugeePodCrash>
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<RefugeePodCrash>你侦测到了一个逃生舱在附近坠毁了。\n\n即使有人在撞击后还活了下来,他们也会受重伤。\n\n你可以派殖民者拯救他们并送他们回家。或者,你也可以俘虏他们尝试让他们加入你或者卖为奴隶。</RefugeePodCrash>
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<LetterLabelCargoPodCrash>货舱坠毁</LetterLabelCargoPodCrash>
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<CargoPodCrash>你侦测到了一组货舱在附近坠毁了。\n\n你或许能在残骸中找到不少有用的东西。</CargoPodCrash>
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<AnElectricalConduit>电缆短路</AnElectricalConduit>
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<ShortCircuit>{0}的内部故障引起了短路。\n\n附近连接的电池内储存的{1}Wd的能量都以爆炸的形式被释放出来。</ShortCircuit>
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<ShortCircuitWasLarge>储存的大量电能造成了一场规模可观的爆炸。</ShortCircuitWasLarge>
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<ShortCircuitWasHuge>这爆炸的规模可超级大啊,哇!</ShortCircuitWasHuge>
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<TraderArrival>一艘商船正巧经过。\n\n他们被称作{0}。是{1}。</TraderArrival>
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<SingleTravelerPassing>一位来自{1}的{0}正巧路过。HECAP的名字叫{2}。</SingleTravelerPassing>
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<GroupTravelersPassing>一群来自{0}的旅行者正巧路过。</GroupTravelersPassing>
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<LetterLabelSingleVisitorArrives>访客</LetterLabelSingleVisitorArrives>
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<SingleVisitorArrives>一位来自{1}的{0}来拜访殖民地。\n\nHECAP的名字叫{2}。{3}{4}</SingleVisitorArrives>
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<SingleVisitorArrivesTraderInfo>\n\nHECAP似乎有些物品可供交易。</SingleVisitorArrivesTraderInfo>
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<SingleVisitorArrivesLeaderInfo>\n\nHECAP是该派系首领。</SingleVisitorArrivesLeaderInfo>
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<LetterLabelGroupVisitorsArrive>访客</LetterLabelGroupVisitorsArrive>
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<GroupVisitorsArrive>一群来自{0}的人来拜访殖民地。{1}{2}</GroupVisitorsArrive>
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<GroupVisitorsArriveTraderInfo>\n\n他们似乎有些物品可供交易。</GroupVisitorsArriveTraderInfo>
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<GroupVisitorsArriveLeaderInfo>\n\n访客中的{0}是该派系首领。</GroupVisitorsArriveLeaderInfo>
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<VisitorsLeaving>来自{0}的访客准备离开了。</VisitorsLeaving>
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<LetterLabelWandererJoin>流浪者加入</LetterLabelWandererJoin>
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<WandererJoin>一位名叫NAME的{0}来到了这里并加入了殖民地。HECAP是一位{1}。</WandererJoin>
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<LetterLabelManhunterPackArrived>猎杀人类</LetterLabelManhunterPackArrived>
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<ManhunterPackArrived>一群猎杀人类的{0}已经进入该地区。他们将四处游荡猎杀人类。\n\n它们无法通过门,所以如果你呆在室内并关好门应该是安全的。他们也不会攻击关闭的炮台,所以如果你想避免炮台被拆可以停止对炮台供电。\n\n它们将会在几天后离开。</ManhunterPackArrived>
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<!-- Crashed ship part-->
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<MessageAnimalInsanityPulse>坠毁的飞船零件发射了一束心灵脉冲,它让附近的动物都发狂了。</MessageAnimalInsanityPulse>
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<LetterShipPartDroveColonistInsane>坠毁的飞船零件发射了一束心灵脉冲,它让殖民者{0}发疯了。</LetterShipPartDroveColonistInsane>
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<AwokeDaysAgo>苏醒于{0}天前</AwokeDaysAgo>
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<PsychicDroneLevel>心灵低语强度:{0}</PsychicDroneLevel>
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<PsychicDroneLevelLow>低</PsychicDroneLevelLow>
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<PsychicDroneLevelMedium>中</PsychicDroneLevelMedium>
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<PsychicDroneLevelHigh>高</PsychicDroneLevelHigh>
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<PsychicDroneLevelExtreme>极高</PsychicDroneLevelExtreme>
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<LetterLabelPsychicDroneLevelIncreased>心灵低语加剧</LetterLabelPsychicDroneLevelIncreased>
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<LetterPsychicDroneLevelIncreased>坠毁的飞船零件发出的心灵低语强度增强了。该地区的所有人类的思维都受到更严重的干扰,开始变得更恐慌、更偏执。</LetterPsychicDroneLevelIncreased>
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<!-- Agent revealed -->
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<LetterLabelAgentRevealed>间谍</LetterLabelAgentRevealed>
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<LetterAgentRevealed>{0}被发现是你的敌人{1}所派来的一名间谍。\n\n他们现在正试图逃跑。</LetterAgentRevealed>
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<!-- Distant psychic drone -->
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<LetterLabelPsychicDrone>心灵低语</LetterLabelPsychicDrone>
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<LetterIncidentPsychicDrone>所有{0}的殖民者都感到十分痛苦!\n\n远方某种痛苦电波发射源启动了,向本地区投射了一种强大的心灵波,它的频率似乎只影响{0}。在接下来几天之内,这些人的心情值会降低。</LetterIncidentPsychicDrone>
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<LetterLabelPsychicSoothe>心灵抚慰</LetterLabelPsychicSoothe>
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<LetterIncidentPsychicSoothe>所有{0}的殖民者都感到十分开心!\n\n远方某种快乐电波发射源启动了,向本地区投射了一种强大的心灵波,它的频率似乎只影响{0}。在接下来几天之内,这些人的心情值会提升。</LetterIncidentPsychicSoothe>
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<!-- Beavers -->
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<LetterLabelBeaversArrived>阿尔法海狸!</LetterLabelBeaversArrived>
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<BeaversArrived>一群饥饿的阿尔法海狸到来了。\n\n在这种基因改造动物啃倒本地区最后一棵树之前消灭他们。</BeaversArrived>
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<!-- Refugee chased -->
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<RefugeeChasedInitial>附近一位名叫{0}的{1}发来呼救信号。HECAP说自己正被来自{3}的{2}追捕!\n\nHECAP祈求得到保护并想加入殖民地。HE的生物年龄是{4}岁。\n\n警告:如果你接受请求,你将要对抗追捕HIS{2}。</RefugeeChasedInitial>
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<RefugeeChasedInitial_Accept>提供保护</RefugeeChasedInitial_Accept>
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<RefugeeChasedInitial_Reject>忽略消息</RefugeeChasedInitial_Reject>
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<RefugeeChasedRejected>在你中断联系时,通讯器中传出{0}恐慌的尖叫声。</RefugeeChasedRejected>
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<!-- Self-tame -->
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<LetterLabelAnimalSelfTame>{0}自行驯服</LetterLabelAnimalSelfTame>
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<LetterAnimalSelfTame>{0}自行驯服了。</LetterAnimalSelfTame>
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<LetterAnimalSelfTameAndNameNumerical>{0}自行驯服了。现在已被指定{1}。</LetterAnimalSelfTameAndNameNumerical>
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<LetterAnimalSelfTameAndName>{0}自行驯服了。殖民者决定将它命名为{1}。</LetterAnimalSelfTameAndName>
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<!-- Farm animals wander in -->
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<LetterLabelFarmAnimalsWanderIn>{0}加入</LetterLabelFarmAnimalsWanderIn>
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<LetterFarmAnimalsWanderIn>一群被遗弃或迷路的{0}游荡到本地区。\n\n他们似乎习惯与人类相处,并且加入了殖民地。</LetterFarmAnimalsWanderIn>
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<!-- Thrumbo passes -->
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<LetterLabelThrumboPasses>罕见的敲击兽</LetterLabelThrumboPasses>
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<LetterThrumboPasses>一小群敲击兽来到了本地区。\n\n这种罕见的野兽天性温顺,但一旦被激怒时就会变得非常危险。有些贸易商愿意出大价钱收购它们珍贵的皮革和角。\n\n敲击兽将会在几天后离开。</LetterThrumboPasses>
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<!-- Trader caravan -->
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<LetterLabelTraderCaravanArrival>来自{0}的{1}</LetterLabelTraderCaravanArrival>
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<LetterTraderCaravanArrival>一队来自{0}的贸易商队正在接近,他们是{1}。\n\n他们将在殖民地逗留几天,然后离开。你可以攻击他们,但这会激怒他们的派系!</LetterTraderCaravanArrival>
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<!-- Building breaks down -->
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<LetterLabelBuildingBrokenDown>损坏:{0}</LetterLabelBuildingBrokenDown>
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<LetterBuildingBrokenDown>一台机器({0})损坏了。在一名修理工去修复它之前它都将无法工作。</LetterBuildingBrokenDown>
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<!-- Ransom demand -->
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<RansomDemand>{1}发来通讯信号。他们绑架了殖民者 {0} 并索要赎金。\n\n从他们手里赎回HIM需要{2}白银。</RansomDemand>
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<RansomDemand_Accept>同意</RansomDemand_Accept>
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<RansomDemand_Reject>拒绝</RansomDemand_Reject>
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<!-- Journey -->
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<JourneyOffer>一个曾经被你叫做沙隆·白石的友好AI给你发了一条消息!\n\n他透露说他在这个星球上有一艘太空船,并把坐标发给了你。\n\n如果你前往太空船,沙隆会带你离开边缘世界,飞向星空。</JourneyOffer>
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<!-- Caravan meeting -->
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<CaravanMeeting>你的远行队和 {0} 的远行队和平的见了面。另一个远行队由\n\n{1}组成。</CaravanMeeting>
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<CaravanMeeting_Trade>交易</CaravanMeeting_Trade>
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<CaravanMeeting_Attack>攻击</CaravanMeeting_Attack>
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<CaravanMeeting_MoveOn>继续前进</CaravanMeeting_MoveOn>
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</LanguageData>
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Letters.xml
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Letters.xml
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<JumpToLocation>转至事件发生地点</JumpToLocation>
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<LetterLabelFirstSummerWarning>夏天</LetterLabelFirstSummerWarning>
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<FirstSummerWarning>夏天到了!冬天还会远吗?\n\n寒冷的冬日无法种植作物,赶紧趁现在从事生产,储备过冬食物。\n\n你可以建一间有制冷机的房间作为冷库以防止食物腐烂。\n\n同时尝试买、偷、缴获或者制作几件风雪大衣,以防冬季出门挨冻。</FirstSummerWarning>
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<RelationsBrokenDown>与{0}的关系恶化了,他们现在成为了你的敌人。</RelationsBrokenDown>
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<RelationsWarmed>与{0}的关系改善了,他们现在不再是你的敌人。</RelationsWarmed>
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<RelationsBrokenCapture>由于你俘虏了{0},{1}现在成为了你的敌人。</RelationsBrokenCapture>
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<ColonyGoodwill>对殖民地好感度</ColonyGoodwill>
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<Neutral>中立</Neutral>
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<ShortCircuitRain>{0}在雨中短路了,引发了一场火灾。</ShortCircuitRain>
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<LetterLabelAreaRevealed>发现区域</LetterLabelAreaRevealed>
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<AreaRevealed>发现了一片新的区域。</AreaRevealed>
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<AreaRevealedWithMechanoids>发现了一片新的区域,里面存在有敌意的远古机甲。</AreaRevealedWithMechanoids>
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<RoofCollapsed>一处屋顶因距离支撑柱过远而坍塌了。</RoofCollapsed>
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<TheseThingsCrushed>以下物品/人员被砸中了:</TheseThingsCrushed>
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<NothingCrushed>没有物品被砸中。</NothingCrushed>
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<LetterLabelRoofCollapsed>屋顶塌方</LetterLabelRoofCollapsed>
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<RecruitSuccess>{0}成功招募了{1}(成功率{2})。</RecruitSuccess>
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<RecruitFail>{0}未能招募{1}(成功率{2})。</RecruitFail>
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<LetterLabelBirthday>生日</LetterLabelBirthday>
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<BirthdayChronological>今天是{0}的历法年龄生日!根据生物年龄,{1}只有{3}岁。\n\n根据历法年龄,{1}已经{2}岁了。\n\n由于殖民者在低温休眠舱内休眠时不会变老,所以生物年龄生日与历法年龄生日可能会有一定的区别。</BirthdayChronological>
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<BirthdayBiologicalAgeInjuries>今天是{0}的{1}岁生物年龄生日。\n\n然而不幸的是,{0}因为年老而患上了如下疾病:\n{2}</BirthdayBiologicalAgeInjuries>
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<LetterLabelNewDisease>疾病</LetterLabelNewDisease>
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<NewDisease>{0}患上了{1}。\n\n确保你有一位医生和医疗用床,让{2}获得良好的医疗照顾并尽量卧床休息以尽快康复。</NewDisease>
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<NewPartDisease>{0}的患上了{3},感染位于HIS{1}。\n\n确保你有一位医生和医疗用床,让{2}获得良好的医疗照顾并尽量卧床休息以尽快康复。</NewPartDisease>
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<LetterLabelAncientShrineWarning>远古威胁</LetterLabelAncientShrineWarning>
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<AncientShrineWarning>当{0}靠近这个古老建筑时,HIM浑身上下充满了强烈的不祥之感。HECAP也不确定为什么,但HE觉得在这座满是灰尘的建筑之中可能隐藏着极大的危险。</AncientShrineWarning>
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<StruckMineable>我们采到了{0}!</StruckMineable>
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<LetterLabelAnimalManhunterRevenge>{0}被激怒</LetterLabelAnimalManhunterRevenge>
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<AnimalManhunterFromDamage>{0}因受到伤害而开始攻击你!</AnimalManhunterFromDamage>
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<AnimalManhunterFromTaming>{0}因驯服失败而开始攻击你!</AnimalManhunterFromTaming>
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<AnimalManhunterOthers>附近其他的{0}也被激怒了!</AnimalManhunterOthers>
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<LetterFriendlyTrapSprungLabel>{0}触发陷阱</LetterFriendlyTrapSprungLabel>
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<LetterFriendlyTrapSprung>{0}不小心触发了陷阱,并受到了伤害。</LetterFriendlyTrapSprung>
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<LetterHealthComplications>{0}产生了新的症状:{1}\n\n这是由{2}所带来的并发症。</LetterHealthComplications>
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<LetterHealthComplicationsLabel>{0}{1}</LetterHealthComplicationsLabel>
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<LetterHediffFromRandomHediffGiver>{0}产生了新的症状:{1}。</LetterHediffFromRandomHediffGiver>
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<LetterHediffFromRandomHediffGiverLabel>{0}{1}</LetterHediffFromRandomHediffGiverLabel>
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<LetterLeadersDeathLabel>首领死亡</LetterLeadersDeathLabel>
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<LetterLeadersDeath>{1}的派系首领{0}已经死亡并由{2}继任。</LetterLeadersDeath>
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<LetterLeaderChangedLabel>新的{1}:{0}</LetterLeaderChangedLabel>
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<LetterLeaderChanged>{0}不再是{1}的{3}了。\n\n新的{3}是{2}。</LetterLeaderChanged>
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<MentalBreakLetterLabel>精神崩溃</MentalBreakLetterLabel>
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<MentalBreakReason>压倒骆驼的最后一根稻草:{0}。</MentalBreakReason>
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<!-- Related pawns -->
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<LetterLabelNoticedRelatedPawns>家族成员</LetterLabelNoticedRelatedPawns>
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<LetterRelatedPawnsRaidEnemy>到达的{0}团体中有人是你的殖民者或者囚犯的家族成员。\n\n记住,虽然他们是家族成员,但是他们仍然会攻击你的殖民者,因为他们属于敌对派系。\n\n这些人是:</LetterRelatedPawnsRaidEnemy>
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<LetterRelatedPawnsRaidFriendly>到达的友好{0}团体中有殖民者或囚犯的家族成员:</LetterRelatedPawnsRaidFriendly>
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<LetterRelatedPawnsNeutralGroup>到达的团体中有殖民者或囚犯的家族成员:</LetterRelatedPawnsNeutralGroup>
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<LetterRelatedPawnsTradeShip>轨道贸易商出售的奴隶中有殖民者或囚犯的家族成员:</LetterRelatedPawnsTradeShip>
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<LetterRelatedPawnsTradingWithFactionBase>The faction base is selling people who have relationships with your colonists or prisoners:</LetterRelatedPawnsTradingWithFactionBase>
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<LetterRelatedPawnsTradingWithOtherCaravan>The caravan is selling people who have relationships with your colonists or prisoners:</LetterRelatedPawnsTradingWithOtherCaravan>
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<RelationshipAppendedLetterSuffix>(家族)</RelationshipAppendedLetterSuffix>
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<RelationshipAppendedLetterTextColonist>NAME是殖民者的家族成员。HECAP是{0}的{1}。</RelationshipAppendedLetterTextColonist>
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<RelationshipAppendedLetterTextPrisoner>NAME是囚犯的家族成员。HECAP是{0}的{1}。</RelationshipAppendedLetterTextPrisoner>
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<!-- Attempt romance / propose interaction -->
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<LetterLabelAffair>外遇</LetterLabelAffair>
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<LetterAffair>{0}虽然已经和{1}结婚,却和{2}勾搭上了。</LetterAffair>
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<LetterLabelNewLovers>恋情</LetterLabelNewLovers>
|
||||
<LetterNewLovers>{0}和{1}走到了一起,现在是恋人关系了。</LetterNewLovers>
|
||||
<LetterNoLongerLovers>{0}和{1}不再是恋人关系了。</LetterNoLongerLovers>
|
||||
<LetterLabelBreakup>分手</LetterLabelBreakup>
|
||||
<LetterLabelAcceptedProposal>接受求婚!</LetterLabelAcceptedProposal>
|
||||
<LetterLabelRejectedProposal>拒绝求婚</LetterLabelRejectedProposal>
|
||||
<LetterAcceptedProposal>{1}接受了{0}的求婚。\n\n在未来数天或数季度后,他们将举行婚礼,并邀请所有的殖民者。如果你想指定婚礼地点,请考虑放置一个婚礼举办点。(「建筑规划」-「杂项」中你能找到婚礼举办点。)</LetterAcceptedProposal>
|
||||
<LetterRejectedProposal>{1}拒绝了{0}的求婚。{0}伤心欲绝。</LetterRejectedProposal>
|
||||
|
||||
<!-- Generalized letter labels -->
|
||||
<LetterLabelRelationsChangeGood>关系改善</LetterLabelRelationsChangeGood>
|
||||
<LetterLabelRelationsChangeBad>关系恶化</LetterLabelRelationsChangeBad>
|
||||
<LetterLabelShortCircuit>电缆短路</LetterLabelShortCircuit>
|
||||
<LetterLabelMentalBreakdown>精神崩溃</LetterLabelMentalBreakdown>
|
||||
|
||||
<!-- Bonded animals -->
|
||||
<LetterLabelBondedAnimalDied>牵绊动物死亡</LetterLabelBondedAnimalDied>
|
||||
<LetterBondedAnimalDied>{1}的{0}牵绊动物死亡,{1}伤心欲绝。</LetterBondedAnimalDied>
|
||||
<LetterNamedBondedAnimalDied>{2}的{0}牵绊动物{1}死亡,{2}伤心欲绝。</LetterNamedBondedAnimalDied>
|
||||
<LetterBondedAnimalDiedMulti>{0}死亡,以下殖民者伤心欲绝:\n\n{1}</LetterBondedAnimalDiedMulti>
|
||||
<LetterNamedBondedAnimalDiedMulti>名为{1}的{0}死亡,以下殖民者伤心欲绝:\n\n{2}</LetterNamedBondedAnimalDiedMulti>
|
||||
|
||||
<!-- Prison break -->
|
||||
<LetterLabelPrisonBreak>越狱</LetterLabelPrisonBreak>
|
||||
<LetterPrisonBreak>囚犯们不知如何撬开了门锁,正在越狱!他们可能找寻武器、战斗或者直接逃跑。越狱囚犯:\n\n{0}\n\n当囚犯不快乐、人数众多或身体健康时更容易试图越狱。</LetterPrisonBreak>
|
||||
|
||||
<!-- Party -->
|
||||
<LetterLabelNewParty>聚会</LetterLabelNewParty>
|
||||
<LetterNewParty>{0}正在举办一个聚会!每位参与的殖民者都能获得快乐和社交能量,以及心情提升的持续效果。</LetterNewParty>
|
||||
|
||||
<!-- Newly addicted -->
|
||||
<LetterLabelNewlyAddicted>{0}成瘾</LetterLabelNewlyAddicted>
|
||||
<LetterNewlyAddicted>{0}已经对{1}成瘾了。\n\nHECAP现在对{1}有着很强的依赖和需求,你可以在HIS需求面板上查看。HECAP会自动使用对应成瘾品来满足自己的需求,在HE无法获得任何{1}时就会产生戒断反应。</LetterNewlyAddicted>
|
||||
|
||||
<!-- Drug binge -->
|
||||
<LetterLabelDrugBinge>{0}滥用者</LetterLabelDrugBinge>
|
||||
<LetterDrugBinge>{0}无法控制自己的欲望,正在超剂量使用{1}。</LetterDrugBinge>
|
||||
|
||||
<!-- Formed caravan -->
|
||||
<LetterLabelFormedCaravan>远行队就绪</LetterLabelFormedCaravan>
|
||||
<LetterFormedCaravan>你的远行队已经组建完成,正在世界地图等待命令。</LetterFormedCaravan>
|
||||
|
||||
<!-- Caravan destroyed -->
|
||||
<LetterLabelAllCaravanColonistsDied>远行队被毁</LetterLabelAllCaravanColonistsDied>
|
||||
<LetterAllCaravanColonistsDied>所有远行队的成员都死去了。</LetterAllCaravanColonistsDied>
|
||||
|
||||
<!-- Caravan entered ambush map -->
|
||||
<LetterLabelCaravanEnteredAmbushMap>远行队到达偷袭点</LetterLabelCaravanEnteredAmbushMap>
|
||||
<LetterCaravanEnteredAmbushMap>{0} 远行队已经到达偷袭地点。</LetterCaravanEnteredAmbushMap>
|
||||
|
||||
<!-- Caravan entered enemy base -->
|
||||
<LetterLabelCaravanEnteredEnemyBase>开始进攻</LetterLabelCaravanEnteredEnemyBase>
|
||||
<LetterCaravanEnteredEnemyBase>{0} 已经到达 {1} 并且已经准备好开始进攻。</LetterCaravanEnteredEnemyBase>
|
||||
<LetterCaravanEnteredEnemyBaseBecameHostile>{0} 已经到达 {1} 并且已经准备好开始进攻。\n\n由于你的敌意, {2} 也对你产生了敌意。</LetterCaravanEnteredEnemyBaseBecameHostile>
|
||||
|
||||
<!-- Faction base defeated -->
|
||||
<LetterLabelFactionBaseDefeated>前哨基地摧毁</LetterLabelFactionBaseDefeated>
|
||||
<LetterFactionBaseDefeated>敌人的前哨基地 {0} 已经被摧毁。\n\n殖民者重组商队之前你有 {1} 小时来收集物品。</LetterFactionBaseDefeated>
|
||||
<LetterFactionBaseDefeated_FactionDestroyed>这是 {0} 的最后一个基地,这意味着这个派系已经不复存在了。</LetterFactionBaseDefeated_FactionDestroyed>
|
||||
|
||||
<!-- Pawns lost due to map countdown -->
|
||||
<LetterLabelPawnsLostDueToMapCountdown>被抛弃</LetterLabelPawnsLostDueToMapCountdown>
|
||||
<LetterPawnsLostDueToMapCountdown>有些动物和囚犯被抛弃在荒野中了:\n\n{0}</LetterPawnsLostDueToMapCountdown>
|
||||
|
||||
</LanguageData>
|
210
Messages.xml
Normal file
210
Messages.xml
Normal file
@ -0,0 +1,210 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<MessageSiegersAssaulting>来自{1}的{0}围攻部队开始突击殖民地。</MessageSiegersAssaulting>
|
||||
|
||||
<MessageRaidersBeginningAssault>来自{1}的{0}开始突击殖民地。</MessageRaidersBeginningAssault>
|
||||
<MessageRaidersDetectedEarlyAssault>来自{1}的{0}发现了你并提前开始突击殖民地。</MessageRaidersDetectedEarlyAssault>
|
||||
<MessageRaidersKidnapping>来自{1}的{0}准备绑架他们能带走的殖民者并离开。</MessageRaidersKidnapping>
|
||||
<MessageRaidersStealing>来自{1}的{0}准备带走他们能带走的战利品并离开。</MessageRaidersStealing>
|
||||
|
||||
<MessageRaidersLeaving>来自{1}的{0}准备离开了。</MessageRaidersLeaving>
|
||||
<MessageRaidersGivenUpLeaving>来自{1}的{0}准备放弃并离开了。</MessageRaidersGivenUpLeaving>
|
||||
<MessageRaidersSatisfiedLeaving>来自{1}的{0}在造成破坏后满足地准备离开了。</MessageRaidersSatisfiedLeaving>
|
||||
|
||||
<MessageFightersFleeing>来自{1}的{0}准备逃跑了。</MessageFightersFleeing>
|
||||
<MessageFriendlyFightersLeaving>来自{1}的{0}友军准备离开了。</MessageFriendlyFightersLeaving>
|
||||
|
||||
<MessageVisitorsTakingWounded>来自{1}的{0}正准备带走一名受伤的访客。</MessageVisitorsTakingWounded>
|
||||
<MessageVisitorsTrappedLeaving>来自{1}的{0}被困住了并准备挖隧道逃跑了。</MessageVisitorsTrappedLeaving>
|
||||
|
||||
<MessageWornApparelDeterioratedAway>{1}穿着的{0}完全磨损烂掉了。</MessageWornApparelDeterioratedAway>
|
||||
|
||||
<MessageSeasonBegun>{0}到了。</MessageSeasonBegun>
|
||||
|
||||
<MessageShipHasLeftCommsRange>{0}离开了我们的通讯范围。</MessageShipHasLeftCommsRange>
|
||||
|
||||
<MessageNeedBeaconToTradeWithShip>你需要一个轨道交易信标才能和轨道贸易商交易。\n\n信标需要通电。</MessageNeedBeaconToTradeWithShip>
|
||||
|
||||
<MessageBillComplete>清单已完成:{0}。</MessageBillComplete>
|
||||
|
||||
<MessageFullyHealed>{0}已经完全康复了。</MessageFullyHealed>
|
||||
|
||||
<MessagePrisonerIsEscaping>囚犯{0}准备逃跑了。</MessagePrisonerIsEscaping>
|
||||
|
||||
<MessageOutOfNearbyShellsFor>{0}在附近找不到可供{1}使用的未分配炮弹。</MessageOutOfNearbyShellsFor>
|
||||
|
||||
<MessageAnimalsGoPsychoHunted>警告:{0}在受到伤害后通常会发动攻击。</MessageAnimalsGoPsychoHunted>
|
||||
<MessageAnimalManhuntsOnTameFailed>警告:{0}在尝试驯服失败后会攻击你({1}几率)。</MessageAnimalManhuntsOnTameFailed>
|
||||
|
||||
<LetterLabelMessageRecruitSuccess>新人加入</LetterLabelMessageRecruitSuccess>
|
||||
<MessageRecruitSuccess>{0}成功招募了{1}(成功率{2})。</MessageRecruitSuccess>
|
||||
<MessageTameSuccess>{0}成功驯服了{1}(成功率{2})。</MessageTameSuccess>
|
||||
<MessageTameAndNameSuccess>{0}成功驯服了{1},并将HIM起名为{3}(成功率{2})。</MessageTameAndNameSuccess>
|
||||
|
||||
<MessageColonyCannotAfford>殖民地无法支付此次交易。</MessageColonyCannotAfford>
|
||||
<MessageColonyNotEnoughSilver>你没有足够的白银用于交易。</MessageColonyNotEnoughSilver>
|
||||
|
||||
<MessageCriticalAlert>严重警报:{0}</MessageCriticalAlert>
|
||||
|
||||
<MessageMustDesignateHarvestable>必须指定可收获资源并且足够成熟的植物。</MessageMustDesignateHarvestable>
|
||||
<MessageMustDesignateHarvestableWood>必须指定可收获木材并且足够成熟的树木。</MessageMustDesignateHarvestableWood>
|
||||
<MessageMustDesignatePlants>必须指定植物。</MessageMustDesignatePlants>
|
||||
<MessageMustDesignateHaulable>必须指定可以搬运的物品。</MessageMustDesignateHaulable>
|
||||
<MessageMustDesignateMineable>必须指定不可通过的可开采岩石。</MessageMustDesignateMineable>
|
||||
<MessageMustDesignateHuntable>必须指定可以猎杀的动物。</MessageMustDesignateHuntable>
|
||||
<MessageMustDesignateTameable>必须指定可以驯服的动物。</MessageMustDesignateTameable>
|
||||
<MessageMustDesignateClaimable>必须指定已废弃的人工建筑。</MessageMustDesignateClaimable>
|
||||
<MessageMustDesignateSmoothableFloor>必须指定粗糙的石质地面。</MessageMustDesignateSmoothableFloor>
|
||||
<MessageNothingCanRemoveThickRoofs>无法移除厚山岩顶。</MessageNothingCanRemoveThickRoofs>
|
||||
<MessageAlreadyInStorage>该物品已在储存区内,将会在必要时被搬运至更高优先级的储存区内。</MessageAlreadyInStorage>
|
||||
<MessageMustDesignateStrippable>必须指定穿有衣物的尸体、倒地角色,或者囚犯。</MessageMustDesignateStrippable>
|
||||
<MessageMustDesignateSlaughterable>必须指定属于殖民地的已驯服的动物。</MessageMustDesignateSlaughterable>
|
||||
<MessageMustDesignateOpenable>必须指定完整的坟墓或容器。</MessageMustDesignateOpenable>
|
||||
|
||||
<MessageRefusedArrest>{0}拒绝被逮捕。</MessageRefusedArrest>
|
||||
|
||||
<MessageNoMedicalBeds>没有可用的医疗床。</MessageNoMedicalBeds>
|
||||
<MessageNoAnimalBeds>没有可用的动物睡眠点或床铺。</MessageNoAnimalBeds>
|
||||
<MessageTooLowMedCare>该手术要求医疗供应为{0}或更好,但{1}的当前医疗供应是「{2}」。</MessageTooLowMedCare>
|
||||
|
||||
<PawnDiedBecauseOf>{0}死于{1}。</PawnDiedBecauseOf>
|
||||
|
||||
<MessageNoLongerDowned>{0}恢复了行走能力。</MessageNoLongerDowned>
|
||||
|
||||
<MessageInvoluntarySleep>{0}由于极度疲劳而昏倒了。</MessageInvoluntarySleep>
|
||||
|
||||
<MessageMedicalOperationFailureMinor>{0}给{1}手术时,发生了小失误。</MessageMedicalOperationFailureMinor>
|
||||
<MessageMedicalOperationFailureCatastrophic>{0}给{1}手术时,发生了灾难性的医疗事故。</MessageMedicalOperationFailureCatastrophic>
|
||||
<MessageMedicalOperationFailureRidiculous>{0}给{1}手术时犯了愚蠢的错误。</MessageMedicalOperationFailureRidiculous>
|
||||
|
||||
<MessageMedicalOperationWillAngerFaction>这次手术将激怒{0}。</MessageMedicalOperationWillAngerFaction>
|
||||
|
||||
<MessagePawnExitMapRelationsGain>因为{0}健康地离开了地图,与{1}的关系上升{2}点。</MessagePawnExitMapRelationsGain>
|
||||
|
||||
<MessageMiscarriedStarvation>{0}由于饥饿而流产。</MessageMiscarriedStarvation>
|
||||
<MessageMiscarriedPoorHealth>{0}由于健康不佳而流产。</MessageMiscarriedPoorHealth>
|
||||
<MessageGaveBirth>{0}已经产子。</MessageGaveBirth>
|
||||
|
||||
<MessageNuzzledPawnGaveNameTo>亲昵之后,{0}给{1}起名{2}。</MessageNuzzledPawnGaveNameTo>
|
||||
|
||||
<MessageNoHandlerSkilledEnough>无人可以驯服{0}(要求{2}{1}级,{3}技能最高的驯兽师为{4}级)。</MessageNoHandlerSkilledEnough>
|
||||
|
||||
<MessageEatenByPredator>{0}被{1}吃掉了。</MessageEatenByPredator>
|
||||
<MessageAttackedByPredator>{0}正被{1}攻击!</MessageAttackedByPredator>
|
||||
|
||||
<MessageHiveReproduced>一个虫巢繁殖出了一个新虫巢。</MessageHiveReproduced>
|
||||
|
||||
<MessageTraderCaravanLeaving>来自{0}的商队准备离开了。</MessageTraderCaravanLeaving>
|
||||
|
||||
<MessageCantSelectDeadPawn>{0}已死亡。</MessageCantSelectDeadPawn>
|
||||
<MessageCantSelectOffMapPawn>{0}已离开地图了。</MessageCantSelectOffMapPawn>
|
||||
|
||||
<MessageSocialFight>{0}和{1}打起来了。原因:{2}。</MessageSocialFight>
|
||||
|
||||
<MessageNewMarriageCeremony>殖民者们聚集一堂,准备参加{0}和{1}的婚礼。</MessageNewMarriageCeremony>
|
||||
<MessageMarriageCeremonyStarts>{0}和{1}开始举行婚礼庆典!</MessageMarriageCeremonyStarts>
|
||||
<MessageMarriageCeremonyCalledOff>{0}和{1}的婚礼取消了。</MessageMarriageCeremonyCalledOff>
|
||||
<MessageNewlyMarried>{0}和{1}结婚了。殖民者们正在庆祝。</MessageNewlyMarried>
|
||||
<MessageMarriageCeremonyAfterPartyFinished>{0}和{1}的婚礼庆典结束了。</MessageMarriageCeremonyAfterPartyFinished>
|
||||
|
||||
<MessageNewBondRelation>{0}和{1}感情深厚达成牵绊。</MessageNewBondRelation>
|
||||
<MessageNewBondRelationNewName>{0}和{1}感情深厚达成牵绊。{0}给HIM起名{2}。</MessageNewBondRelationNewName>
|
||||
|
||||
<MessageBondedAnimalMentalBreak>因为{1}的死亡,{0}精神崩溃了。</MessageBondedAnimalMentalBreak>
|
||||
<MessageNamedBondedAnimalMentalBreak>因为{2}的死亡,名为{1}的{0}精神崩溃了。</MessageNamedBondedAnimalMentalBreak>
|
||||
<MessageBondedAnimalsMentalBreak>因为{1}的死亡,{0}动物精神崩溃了。</MessageBondedAnimalsMentalBreak>
|
||||
|
||||
<MessageSuccessfullyRemovedHediff>{0}成功移除了{1}的{2}。</MessageSuccessfullyRemovedHediff>
|
||||
|
||||
<MessageShipChunkDrop>一块飞船碎片从太空掉落至附近。</MessageShipChunkDrop>
|
||||
|
||||
<MessagePartyCalledOff>聚会被取消了。</MessagePartyCalledOff>
|
||||
<MessagePartyFinished>聚会结束了。</MessagePartyFinished>
|
||||
|
||||
<MessageCannotSellItemsReason>一些物品无法交易,原因:</MessageCannotSellItemsReason>
|
||||
|
||||
<MessageConstructionFailed>{1}建造{0}失败。浪费了部分材料。</MessageConstructionFailed>
|
||||
|
||||
<MessageScreenshotSavedAs>屏幕截图已保存至:{0}</MessageScreenshotSavedAs>
|
||||
|
||||
<MessageNoLongerSocialFighting>{0}和{1}已经不再打架了。</MessageNoLongerSocialFighting>
|
||||
|
||||
<MessageNoLongerBingingOnDrug>{0}已经不再滥用{1}了。</MessageNoLongerBingingOnDrug>
|
||||
|
||||
<MessageRottedAwayInStorage>储存区中的{0}腐烂了。</MessageRottedAwayInStorage>
|
||||
|
||||
<MessageFoodPoisoning>{0}因食用{1}而导致食物中毒。</MessageFoodPoisoning>
|
||||
|
||||
<MessageFailedToSendCaravanBecausePawnLost>因为失去了指定的殖民者、动物或囚犯,远行队组建失败。</MessageFailedToSendCaravanBecausePawnLost>
|
||||
<MessageCaravanFormationPaused>当所有人从精神崩溃中恢复后会继续组建远行队。</MessageCaravanFormationPaused>
|
||||
<MessageCaravanFormationUnpaused>你的殖民者现在会继续组建远行队。</MessageCaravanFormationUnpaused>
|
||||
|
||||
<MessageCaravanMemberHasExtremeMentalBreak>一名远行队成员精神崩溃了。</MessageCaravanMemberHasExtremeMentalBreak>
|
||||
|
||||
<MessageMaxPlanetCoveragePerformanceWarning>警告:生成整个星球可能需要很长的时间。</MessageMaxPlanetCoveragePerformanceWarning>
|
||||
|
||||
<MessagePlantDiedOfCold>{0}因为温度过低而死。</MessagePlantDiedOfCold>
|
||||
<MessagePlantDiedOfRot>{0}因一直没有被收获腐烂而死。</MessagePlantDiedOfRot>
|
||||
|
||||
<MessagePawnBeingBurned>{0} 正在被超高温空气灼烧!</MessagePawnBeingBurned>
|
||||
|
||||
<MessageAccidentalOverdose>{0} 一不小心用了过量的 {1}!</MessageAccidentalOverdose>
|
||||
|
||||
<MessageCaravanArrivedAtDestination>{0}已经到达了目的地。</MessageCaravanArrivedAtDestination>
|
||||
|
||||
<MessageCaravanIsVisitingFaction>{0}已经到达了{1}。</MessageCaravanIsVisitingFaction>
|
||||
|
||||
<MessageCaravanEnteredWorldObject>{0}已经到达了{1}。</MessageCaravanEnteredWorldObject>
|
||||
|
||||
<MessagePawnLeftMapAndCreatedCaravan>{0} 已经离开了这个区域并组建了远行队</MessagePawnLeftMapAndCreatedCaravan>
|
||||
|
||||
<MessageSettledInExistingMap>成功殖民在了新区域。</MessageSettledInExistingMap>
|
||||
|
||||
<MessageAmbushVictory>胜利了! 在你的殖民者重组远行队之前,你有 {0} 小时来收集物品。</MessageAmbushVictory>
|
||||
|
||||
<MessageAutomaticallyReformedCaravan>你的殖民者已经重组了远行队。</MessageAutomaticallyReformedCaravan>
|
||||
|
||||
<MessageOldWoundHealed>由于{0}, {1}的{2}已经痊愈了。</MessageOldWoundHealed>
|
||||
|
||||
<MessageRescueeJoined>因为你救了HIM, {0}加入了你的团队!</MessageRescueeJoined>
|
||||
|
||||
<MessageAttackedCaravanIsNowHostile>由于你攻击了{0}的贸易商队,这个派系现在与你敌对。</MessageAttackedCaravanIsNowHostile>
|
||||
|
||||
<MessageTransporterUnreachable>一些运输舱无法到达。</MessageTransporterUnreachable>
|
||||
<MessageTransportersNotAdjacent>所有连接到运输舱的发射器必须相邻。</MessageTransportersNotAdjacent>
|
||||
|
||||
<MessageTransportersLoadCanceled_TransporterDestroyed>由于其中一个运输舱被毁,装载过程被取消了。</MessageTransportersLoadCanceled_TransporterDestroyed>
|
||||
<MessageTransportersLoadCanceled_FuelingPortGiverDeSpawned>由于其中一个发射器被毁,装载过程被取消了。</MessageTransportersLoadCanceled_FuelingPortGiverDeSpawned>
|
||||
|
||||
<MessageTransportersLoadingProcessStarted>你的殖民者现在会把指定的物品装载到运输舱中。</MessageTransportersLoadingProcessStarted>
|
||||
|
||||
<MessageTransportPodsArrived>你的运输舱已经到达。</MessageTransportPodsArrived>
|
||||
<MessageTransportPodsArrivedAndLost>你的运输舱已经到达,但由于里面没有殖民者,所有东西全部丢失了。</MessageTransportPodsArrivedAndLost>
|
||||
<MessageTransportPodsArrived_BecameHostile>{0}现在与你敌对。</MessageTransportPodsArrived_BecameHostile>
|
||||
|
||||
<MessageFailedToLoadTransportersBecauseColonistLost>由于其中一个殖民者不在了,装在过程被取消。</MessageFailedToLoadTransportersBecauseColonistLost>
|
||||
|
||||
<MessageFinishedLoadingTransporters>你的殖民者已经完成了装载。</MessageFinishedLoadingTransporters>
|
||||
|
||||
<MessageTransportPodsDestinationIsInvalid>选择的目的地无效。</MessageTransportPodsDestinationIsInvalid>
|
||||
<MessageTransportPodsDestinationIsTooFar>每个发射器都需要至少{0}x燃料来把运输舱送到这么远的距离。</MessageTransportPodsDestinationIsTooFar>
|
||||
|
||||
<MessageReformedCaravan>The caravan has been reformed.</MessageReformedCaravan>
|
||||
|
||||
<MessageCantAbandonLastColonist>你不能抛弃最后一个殖民者。</MessageCantAbandonLastColonist>
|
||||
|
||||
<MessageCantEquipIncapableOfViolence>不能装备:{0}无法进行暴力行为。</MessageCantEquipIncapableOfViolence>
|
||||
<MessageCantEquipIncapableOfManipulation>不能装备:没有能力。</MessageCantEquipIncapableOfManipulation>
|
||||
|
||||
<MessageSlaughteringBondedAnimal>由于他们的羁绊,屠宰{0}会使{1}不高兴。</MessageSlaughteringBondedAnimal>
|
||||
|
||||
<MessageCaravanRunOutOfFood>{0} 的食物已经吃完了 ({1}).</MessageCaravanRunOutOfFood>
|
||||
|
||||
<MessageSelectOwnBaseToFormCaravan>如要组建远行队,请选择你自己的殖民地或留有你的殖民者的地点。</MessageSelectOwnBaseToFormCaravan>
|
||||
|
||||
<MessageScreenResTooSmallForUIScale>在当前的分辨率和界面大小下, 游戏界面将不能正常在屏幕上显示。请减小界面比例或者增大分辨率。</MessageScreenResTooSmallForUIScale>
|
||||
|
||||
</LanguageData>
|
||||
|
||||
</LanguageData>
|
Loading…
Reference in New Issue
Block a user