typos fix
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@ -7,9 +7,9 @@
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<Battery.description>储存多余的电力并在电力供给不足时释放电力。警告:充满的电池在暴露于雨水或火焰中时极易爆炸。</Battery.description>
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<!-- EN: chemfuel powered generator -->
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<ChemfuelPoweredGenerator.label>化学燃料发电机</ChemfuelPoweredGenerator.label>
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<ChemfuelPoweredGenerator.label>化合燃料发电机</ChemfuelPoweredGenerator.label>
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<!-- EN: Produces power by consuming chemfuel. Must be periodically refueled by hand. -->
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<ChemfuelPoweredGenerator.description>通过消耗化学燃料发电。必须手动添加燃料。</ChemfuelPoweredGenerator.description>
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<ChemfuelPoweredGenerator.description>通过消耗化合燃料发电。必须手动添加燃料。</ChemfuelPoweredGenerator.description>
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<!-- EN: geothermal generator -->
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<GeothermalGenerator.label>地热发电机</GeothermalGenerator.label>
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@ -4,7 +4,7 @@
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<!-- EN: infinite chemreactor -->
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<InfiniteChemreactor.label>无限反应釜</InfiniteChemreactor.label>
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<!-- EN: Slowly generates chemfuel by a complex series of chemical reactions, using atoms extracted from the air. -->
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<InfiniteChemreactor.description>使用从空气中提取的原子,通过一系列复杂的化学反应缓慢地生成化学燃料。</InfiniteChemreactor.description>
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<InfiniteChemreactor.description>使用从空气中提取的原子,通过一系列复杂的化学反应缓慢地生成化合燃料。</InfiniteChemreactor.description>
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<!-- EN: psychic emanator -->
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<PsychicEmanator.label>心灵放射器</PsychicEmanator.label>
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@ -61,8 +61,8 @@
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<!-- EN: 红地毯(蓝图) -->
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<Blueprint_CarpetRed.label>红地毯(蓝图)</Blueprint_CarpetRed.label>
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<!-- EN: 化学燃料发电机(蓝图) -->
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<Blueprint_ChemfuelPoweredGenerator.label>化学燃料发电机(蓝图)</Blueprint_ChemfuelPoweredGenerator.label>
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<!-- EN: 化合燃料发电机(蓝图) -->
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<Blueprint_ChemfuelPoweredGenerator.label>化合燃料发电机(蓝图)</Blueprint_ChemfuelPoweredGenerator.label>
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<!-- EN: 象棋桌(蓝图) -->
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<Blueprint_ChessTable.label>象棋桌(蓝图)</Blueprint_ChessTable.label>
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@ -972,10 +972,10 @@
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<!-- EN: Terrain building in progress. -->
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<Frame_CarpetRed.description>建造中的地板。</Frame_CarpetRed.description>
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<!-- EN: 化学燃料发电机(建造中) -->
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<Frame_ChemfuelPoweredGenerator.label>化学燃料发电机(建造中)</Frame_ChemfuelPoweredGenerator.label>
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<!-- EN: 通过消耗化学燃料发电。必须手动添加燃料。 -->
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<Frame_ChemfuelPoweredGenerator.description>通过消耗化学燃料发电。必须手动添加燃料。</Frame_ChemfuelPoweredGenerator.description>
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<!-- EN: 化合燃料发电机(建造中) -->
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<Frame_ChemfuelPoweredGenerator.label>化合燃料发电机(建造中)</Frame_ChemfuelPoweredGenerator.label>
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<!-- EN: 通过消耗化合燃料发电。必须手动添加燃料。 -->
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<Frame_ChemfuelPoweredGenerator.description>通过消耗化合燃料发电。必须手动添加燃料。</Frame_ChemfuelPoweredGenerator.description>
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<!-- EN: 象棋桌(建造中) -->
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<Frame_ChessTable.label>象棋桌(建造中)</Frame_ChessTable.label>
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@ -21,19 +21,19 @@
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<!-- EN: must be ally -->
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<MustBeAlly>必须为盟友</MustBeAlly>
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<!-- EN: need {0} goodwill -->
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<NeedGoodwill>需要{0}友好度</NeedGoodwill>
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<NeedGoodwill>需要{0}好感度</NeedGoodwill>
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<!-- EN: need {0} silver near trade beacons -->
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<NeedSilverLaunchable>需要有{0}白银在轨道交易信标附近</NeedSilverLaunchable>
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<!-- EN: not enough silver -->
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<NotEnoughSilver>白银不足</NotEnoughSilver>
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<!-- EN: {0} silver for {1} goodwill -->
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<SilverForGoodwill>每{0}白银增加{1}友好度</SilverForGoodwill>
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<SilverForGoodwill>每{0}白银增加{1}好感度</SilverForGoodwill>
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<!-- EN: {0} thanks you.\n\n(Goodwill improved by {1}) -->
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<SilverGiftSent>{0}对你表示感谢。\n\n(友好度增加{1})。</SilverGiftSent>
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<SilverGiftSent>{0}对你表示感谢。\n\n(好感度增加{1})。</SilverGiftSent>
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<!-- Trade caravan request -->
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<!-- EN: Request a trade caravan (cost: {0} goodwill) -->
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<RequestTrader>请求派出贸易商队(花费: {0}友好度)</RequestTrader>
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<RequestTrader>请求派出贸易商队(花费: {0}好感度)</RequestTrader>
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<!-- EN: {0} asks what kind of trade caravan you want. -->
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<ChooseTraderKind>{0}询问你需要什么类型的商队。</ChooseTraderKind>
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<!-- EN: {0} agrees to send you a trade caravan. It will arrive within a few days. -->
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@ -51,7 +51,7 @@
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<!-- Military aid request -->
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<!-- EN: Request immediate military aid (cost: {0} goodwill) -->
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<RequestMilitaryAid>请求立即派出军事支援(花费: {0}友好度)</RequestMilitaryAid>
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<RequestMilitaryAid>请求立即派出军事支援(花费: {0}好感度)</RequestMilitaryAid>
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<!-- EN: {0} will not help you fight other factions who are not their enemies. This includes some who are currently threatening you, {1}. Do you still want to call for aid? -->
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<MilitaryAidConfirmMutualEnemy>{0}不会帮你攻击他们的非敌对派系。这包括一些目前正在威胁你的 {1} 成员。你仍然坚持呼叫支援吗?</MilitaryAidConfirmMutualEnemy>
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<!-- EN: Yes, call them anyway. -->
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@ -19,25 +19,25 @@
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<!-- EN: Relations with {0} have broken down completely. They are now hostile to you. -->
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<LetterRelationsChange_Hostile>我们和{0}的关系已彻底决裂。他们现在与你为敌。</LetterRelationsChange_Hostile>
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<!-- EN: They will conduct periodic raids on your colony and caravans, and refuse to trade with you. If you want to improve relations, you can still offer them gifts using caravans or transport pods.\n\nThis happened because goodwill ({0}) has fallen below {1}. In order to restore neutral relations, goodwill must reach {2} again. -->
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<LetterRelationsChange_HostileGoodwillDescription>他们会定期袭击你的殖民地和远行队,并拒绝和你交易。如果你想改善关系,你仍然可以用远行队或运输舱送礼物。\n\n这是由于友好度({0})跌破{1}。为了重回中立关系,友好度必须再次达到{2}。</LetterRelationsChange_HostileGoodwillDescription>
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<LetterRelationsChange_HostileGoodwillDescription>他们会定期袭击你的殖民地和远行队,并拒绝和你交易。如果你想改善关系,你仍然可以用远行队或运输舱送礼物。\n\n这是由于好感度({0})跌破{1}。为了重回中立关系,好感度必须再次达到{2}。</LetterRelationsChange_HostileGoodwillDescription>
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<!-- EN: Relations with {0} have warmed. They now consider you neutral and will no longer attack you. -->
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<LetterRelationsChange_NeutralFromHostile>我们和{0}的关系已回暖。他们现在会将你视为中立,不再会对你发动攻击。</LetterRelationsChange_NeutralFromHostile>
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<!-- EN: This happened because goodwill ({1}) has risen past {2}. If goodwill falls below {3}, {0} will become hostile again. If goodwill rises above {4}, they will become your ally and fight for you. -->
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<LetterRelationsChange_NeutralFromHostileGoodwillDescription>这是由于友好度({1})已涨过{2}。如果友好度跌破{3},{0} 会再次与你为敌。如果好意超过{4},他们会成为盟友并为你而战。</LetterRelationsChange_NeutralFromHostileGoodwillDescription>
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<LetterRelationsChange_NeutralFromHostileGoodwillDescription>这是由于好感度({1})已涨过{2}。如果好感度跌破{3},{0} 会再次与你为敌。如果好意超过{4},他们会成为盟友并为你而战。</LetterRelationsChange_NeutralFromHostileGoodwillDescription>
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<!-- EN: Relations with {0} have cooled. They now consider you neutral instead of allied. -->
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<LetterRelationsChange_NeutralFromAlly>我们和{0}的关系已降温。他们现在将你视为中立,而非盟友。</LetterRelationsChange_NeutralFromAlly>
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<!-- EN: While they will still interact peacefully with you, they will no longer send fighters to help you when you are under threat.\n\nThis happened because goodwill ({1}) has fallen below {2}. If goodwill falls below {3}, {0} will become hostile. If goodwill rises above {4}, they will become allied once again. -->
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<LetterRelationsChange_NeutralFromAllyGoodwillDescription>尽管他们还会和你和平互动,他们不再会在你遇到威胁时送来援军。\n\n这是由于友好度({1})跌破{2}。如果友好度跌破{3},{0}将成为敌人。如果友好度涨过{4},他们会再次成为盟友。</LetterRelationsChange_NeutralFromAllyGoodwillDescription>
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<LetterRelationsChange_NeutralFromAllyGoodwillDescription>尽管他们还会和你和平互动,他们不再会在你遇到威胁时送来援军。\n\n这是由于好感度({1})跌破{2}。如果好感度跌破{3},{0}将成为敌人。如果好感度涨过{4},他们会再次成为盟友。</LetterRelationsChange_NeutralFromAllyGoodwillDescription>
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<!-- EN: Relations with {0} have become very close. They now consider you an ally. -->
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<LetterRelationsChange_Ally>我们和{0}的关系已变得十分紧密。他们现在将你视为盟友。</LetterRelationsChange_Ally>
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<!-- EN: Allies will sometimes arrive to help fight your enemies when you are under attack. You can also call them for help at any time, at a cost of goodwill.\n\nYou've become allies because your goodwill ({0}) has risen past {1}. If goodwill falls below {2}, relations will return to neutral. -->
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<LetterRelationsChange_AllyGoodwillDescription>盟友有时会在你受到攻击时前来帮助你,与你的敌人交战。你也可以在任何时候呼叫他们前来,但会降低友好度。\n\n你与他们成为盟友是由于友好度({0})涨过{1}。如果友好度跌破{2},关系会回到中立。</LetterRelationsChange_AllyGoodwillDescription>
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<LetterRelationsChange_AllyGoodwillDescription>盟友有时会在你受到攻击时前来帮助你,与你的敌人交战。你也可以在任何时候呼叫他们前来,但会降低好感度。\n\n你与他们成为盟友是由于好感度({0})涨过{1}。如果好感度跌破{2},关系会回到中立。</LetterRelationsChange_AllyGoodwillDescription>
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<!-- EN: goodwill -->
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<goodwill>友好度</goodwill>
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<goodwill>好感度</goodwill>
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<!-- EN: Neutral -->
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<Neutral>中立</Neutral>
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<!-- EN: neutral -->
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<MessageCaravanArrivalActionNoLongerValid>{0}无法抵达其目标地点。</MessageCaravanArrivalActionNoLongerValid>
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<!-- EN: Too dangerous to re-enter for {0}. -->
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<MessageEnterCooldownBlocksEntering>直到{0}天过去以前,你不能再度进入此处。</MessageEnterCooldownBlocksEntering>
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<MessageEnterCooldownBlocksEntering>危险!{0}内不允许再次进入。</MessageEnterCooldownBlocksEntering>
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<!-- EN: {0_labelShort} can now freely use "{1}". -->
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<MessagePermitCooldownFinished>{0_labelShort} 现在可以免费使用 "{1}"。</MessagePermitCooldownFinished>
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<!-- EN: {PREDATOR} is hunting {PREY_definite} ({PREY_kindBase}) for food! -->
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<MessagePredatorHuntingPlayerAnimal>{PREDATOR}正在猎食{PREY_definite} ({PREY_kindBase}) 作为食物!</MessagePredatorHuntingPlayerAnimal>
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<MessagePredatorHuntingPlayerAnimal>{PREDATOR}正在猎食{PREY_definite}({PREY_kindBase})</MessagePredatorHuntingPlayerAnimal>
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<!-- EN: Prisoner {PRISONER_labelShort}'s resistance has been broken by {WARDEN_labelShort}. -->
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<MessagePrisonerResistanceBroken>囚犯{PRISONER_labelShort}的抵抗被{WARDEN_labelShort}打破。</MessagePrisonerResistanceBroken>
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<!-- EN: Laborer died: {SUBJECT_definite} -->
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<Permit_CallLaborers.LetterLabelLaborerDied.slateRef>劳工死亡:{SUBJECT_definite}</Permit_CallLaborers.LetterLabelLaborerDied.slateRef>
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<!-- EN: A laborer sent to you by [permitFaction_name] has died. Your goodwill with [permitFaction_name] has fallen by [goodwillPenaltyPawn]. -->
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<Permit_CallLaborers.LetterTextLaborerDied.slateRef>由[permitFaction_name]派遣来帮你的一名劳工死亡了。你与[permitFaction_name]的友好度降低了[goodwillPenaltyPawn]。</Permit_CallLaborers.LetterTextLaborerDied.slateRef>
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<Permit_CallLaborers.LetterTextLaborerDied.slateRef>由[permitFaction_name]派遣来帮你的一名劳工死亡了。你与[permitFaction_name]的好感度降低了[goodwillPenaltyPawn]。</Permit_CallLaborers.LetterTextLaborerDied.slateRef>
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</LanguageData>
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