update for 2713
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@ -2,17 +2,17 @@
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<LanguageData>
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<!-- EN:
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<li>questDescription->Using your long-range mineral scanner, [worker_definite] has found a lump of [targetMineable_label] nearby.\n\nUnfortunately, it won't last - others will mine it first in [timeoutTicks_duration] if we don't.\n\n[allSitePartsDescriptionsExceptFirst]</li>
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<li>questDescription->Using your long-range mineral scanner, [worker_definite] has found a lump of [targetMineable_label] nearby.\n\nUnfortunately, it won't last - others will mine it first in [timeoutTicks_duration] if we don't.[lumpThreatDescription]</li>
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-->
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<LongRangeMineralScannerLump.questDescriptionRules.rulesStrings>
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<li>questDescription->通过使用远距离矿物扫描仪, [worker_definite] 发现了附近的一块 [targetMineable_label]。 \n\n很遗憾, 它不会持续很久——如果我们不尽快开采, 其他势力将会在 [timeoutTicks_duration] 后开采并带走这些资源。\n\n[allSitePartsDescriptionsExceptFirst]</li>
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<li>questDescription->通过使用远距离矿物扫描仪, [worker_definite] 发现了附近的一块 [targetMineable_label]。 \n\n很遗憾, 它不会持续很久——如果我们不尽快开采, 其他势力将会在 [timeoutTicks_duration] 后开采并带走这些资源。[lumpThreatDescription]</li>
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</LongRangeMineralScannerLump.questDescriptionRules.rulesStrings>
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<!-- EN:
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<li>questName->[lump] of [targetMineable_label]</li>
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<li>questName->[targetMineable_label] [lump]</li>
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<li>questName->The [targetMineable_label] [lump]</li>
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<li>questName->[adj] [targetMineable_label]</li>
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<li>questName->[targetMineable_label] [discovered]</li>
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<li>questName->[lump] of [targetMineableThing_label]</li>
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<li>questName->[targetMineableThing_label] [lump]</li>
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<li>questName->The [targetMineableThing_label] [lump]</li>
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<li>questName->[adj] [targetMineableThing_label]</li>
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<li>questName->[targetMineableThing_label] [discovered]</li>
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<li>lump->lump</li>
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<li>lump->pile</li>
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<li>lump->deposit</li>
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@ -29,11 +29,11 @@
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<li>discovered->scanned</li>
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-->
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<LongRangeMineralScannerLump.questNameRules.rulesStrings>
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<li>questName->[targetMineable_label] 的 [lump]</li>
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<li>questName->[targetMineable_label] [lump]</li>
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<li>questName->[targetMineable_label] [lump]</li>
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<li>questName->[adj] [targetMineable_label]</li>
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<li>questName->[targetMineable_label] [discovered]</li>
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<li>questName->[targetMineableThing_label] 的 [lump]</li>
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<li>questName->[targetMineableThing_label] [lump]</li>
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<li>questName->[targetMineableThing_label] [lump]</li>
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<li>questName->[adj] [targetMineableThing_label]</li>
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<li>questName->[targetMineableThing_label] [discovered]</li>
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<li>lump->隆起</li>
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<li>lump->块堆</li>
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<li>lump->积淀</li>
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@ -5,5 +5,7 @@
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<PreciousLump.label>珍贵资源</PreciousLump.label>
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<!-- EN: A mineable lump of precious resources. -->
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<PreciousLump.description>一处可挖掘的珍贵资源。</PreciousLump.description>
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<!-- EN: Hostile activity detected. -->
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<PreciousLump.mainPartAllThreatsLabel>检测到活跃的敌人。</PreciousLump.mainPartAllThreatsLabel>
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</LanguageData>
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@ -61,7 +61,7 @@
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<GameplayTips.CaravanFasterAnimals>远行队的移速随着队内驮运动物的移动速度提高而提高。</GameplayTips.CaravanFasterAnimals>
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<!-- EN: Smaller caravans will be attacked less often because they're less visible. -->
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<GameplayTips.CaravanSmallerLessVisible>远行队的规模越小,越不容易被发现和受到伏击。</GameplayTips.CaravanSmallerLessVisible>
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<!-- 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. -->
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<!-- EN: Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster. -->
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<GameplayTips.CaravanStockpileNearPackingSpot>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.CaravanStockpileNearPackingSpot>
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<!-- 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. -->
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<GameplayTips.CaravanUntrainedAnimals>如果你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.CaravanUntrainedAnimals>
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@ -864,7 +864,7 @@
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<MoodThresholdColumnLabel>心情值阈值</MoodThresholdColumnLabel>
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<!-- EN: Only if recreation below -->
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<JoyThresholdColumnLabel>快乐度阈值</JoyThresholdColumnLabel>
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<!-- EN: Take to inventory -->
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<!-- EN: Keep in inventory -->
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<TakeToInventoryColumnLabel>预支数量</TakeToInventoryColumnLabel>
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<!-- EN: (no drugs) -->
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<NoDrugsBrackets>(没有药物)</NoDrugsBrackets>
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@ -515,6 +515,10 @@
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<CommandPlaceBlueprints>放置蓝图</CommandPlaceBlueprints>
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<!-- EN: Place all required blueprints where possible. -->
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<CommandPlaceBlueprintsDesc>尽可能放置所有必需的蓝图。</CommandPlaceBlueprintsDesc>
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<!-- EN: Place {0} blueprints -->
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<CommandPlaceBlueprintsSpecific>放置{0}x蓝图</CommandPlaceBlueprintsSpecific>
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<!-- EN: Place all {0} blueprints where possible. -->
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<CommandPlaceBlueprintsSpecificDesc>尽可能放置{0}x蓝图。</CommandPlaceBlueprintsSpecificDesc>
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<!-- Cancel monument marker -->
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<!-- EN: Cancel -->
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@ -532,4 +536,10 @@
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<!-- EN: Open linked quest in the quests tab. -->
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<CommandOpenLinkedQuestDesc>在任务标签中打开任务。</CommandOpenLinkedQuestDesc>
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<!-- Take a drug -->
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<!-- EN: Take drug... -->
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<TakeDrug>服用...</TakeDrug>
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<!-- EN: Choose a drug from inventory to ingest immediately. -->
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<TakeDrugDesc>从库存中直接服用选择的药物。</TakeDrugDesc>
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</LanguageData>
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@ -112,6 +112,8 @@
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<ShouldTryToRecruit>尝试招募</ShouldTryToRecruit>
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<!-- EN: Considered guilty (expires in {0}) -->
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<ConsideredGuilty>被判有罪({0}后消失)</ConsideredGuilty>
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<!-- EN: Considered guilty -->
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<ConsideredGuiltyNoTimer>被判有罪</ConsideredGuiltyNoTimer>
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<!-- Medical - general -->
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<!-- EN: Move speed -->
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@ -277,18 +279,10 @@
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<CopyLogTip>将日志复制到剪贴板</CopyLogTip>
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<!-- Forming caravan tab -->
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<!-- EN: Gathering animals -->
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<FormingCaravanStatus_GatheringAnimals>收集动物</FormingCaravanStatus_GatheringAnimals>
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<!-- EN: Gathering animals (waiting) -->
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<FormingCaravanStatus_GatheringAnimals_Pause>收集动物(等待中)</FormingCaravanStatus_GatheringAnimals_Pause>
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<!-- EN: Gathering items -->
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<FormingCaravanStatus_GatheringItems>收集物品</FormingCaravanStatus_GatheringItems>
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<!-- EN: Gathering items (waiting) -->
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<FormingCaravanStatus_GatheringItems_Pause>收集物品(等待中)</FormingCaravanStatus_GatheringItems_Pause>
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<!-- EN: Gathering slaves -->
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<FormingCaravanStatus_GatheringSlaves>收集奴隶</FormingCaravanStatus_GatheringSlaves>
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<!-- EN: Gathering slaves (waiting) -->
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<FormingCaravanStatus_GatheringSlaves_Pause>收集奴隶(等待中)</FormingCaravanStatus_GatheringSlaves_Pause>
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<!-- EN: Gathering downed people -->
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<FormingCaravanStatus_GatheringDownedPawns>收集无法行动的人</FormingCaravanStatus_GatheringDownedPawns>
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<!-- EN: Gathering downed people (waiting) -->
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@ -330,4 +324,10 @@
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<!-- EN: Delete this quest and remove it from the quest list forever. -->
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<DeleteQuest>删除并将此任务永久从任务列表移除。</DeleteQuest>
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<!-- UNUSED -->
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<FormingCaravanStatus_GatheringAnimals>收集动物</FormingCaravanStatus_GatheringAnimals>
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<FormingCaravanStatus_GatheringAnimals_Pause>收集动物(等待中)</FormingCaravanStatus_GatheringAnimals_Pause>
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<FormingCaravanStatus_GatheringSlaves>收集奴隶</FormingCaravanStatus_GatheringSlaves>
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<FormingCaravanStatus_GatheringSlaves_Pause>收集奴隶(等待中)</FormingCaravanStatus_GatheringSlaves_Pause>
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</LanguageData>
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@ -439,11 +439,15 @@
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<Difficulty_AdaptationEffectFactor_Label>适应性影响</Difficulty_AdaptationEffectFactor_Label>
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<!-- EN: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population.\n\nThis adjusts the effect of that adaptation value on actual threats. -->
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<Difficulty_AdaptationEffectFactor_Info>适应性表示玩家对当前游戏的适应能力,故事叙述者会在你游刃有余的情况下随着时间的推移使游戏更富挑战性。这与财富和人口对故事的影响效果不同。\n\n这个选项会调整适应性数值对实际威胁的影响。</Difficulty_AdaptationEffectFactor_Info>
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<!-- EN: Fixed wealth progress mode -->
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<!-- EN: Wealth-independent progress mode -->
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<Difficulty_FixedWealthMode_Label>固定财富模式</Difficulty_FixedWealthMode_Label>
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<!-- EN: Play in fixed wealth progress mode.\n\nIn normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Fixed wealth progress mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony.\n\nThis is only recommended for those looking for a strict skill challenge. In fixed progression mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. -->
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<!-- EN: Play in a wealth-independent progress mode.\n\nIn normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Wealth-independent mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony.\n\nThis is only recommended for those looking for a strict skill challenge. In wealth-independent mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. -->
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<Difficulty_FixedWealthMode_Info>在固定财富模式下进行游戏。\n\n普通模式中,故事叙述者会根据殖民者、人口、财富值和其他因素来衡量威胁的强度。固定财富模式下移除了财富因素,并用基于时间的固定进度曲线来代替它。这个时间曲线从殖民地建立开始计算。\n\n这个方案只推荐给那些寻求严格技能挑战的玩家。在固定财富模式下,除非你找到新的解决方案,否则几乎不可能从严重损失中恢复。当然也可能因为超前发展而使游戏变得过分简单。</Difficulty_FixedWealthMode_Info>
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<!-- EN: Years until maximum threat -->
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<Difficulty_FixedWealthTimeFactor_Label>最大威胁年限</Difficulty_FixedWealthTimeFactor_Label>
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<!-- EN: The number of game years until the wealth-independent mode reaches its maximum threat level.\n\nNote that the storyteller will still scale threats according to colonist count and a variety of other factors. -->
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<Difficulty_FixedWealthTimeFactor_Info>在固定财富模式下,达到最大威胁等级所需的游戏年数。\n\n注意,故事叙述者依然会根据殖民者数量和其他各种因素来调整威胁强度。</Difficulty_FixedWealthTimeFactor_Info>
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<!-- Site select -->
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<!-- EN: Select starting site -->
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<SelectStartingSite>选择初始着陆点</SelectStartingSite>
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<Caravan>远行队</Caravan>
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<!-- EN: there may be danger there. -->
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<HiddenOrNoSitePartDescription>那里可能有危险。</HiddenOrNoSitePartDescription>
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<!-- EN: The scanner is picking up activity around the lump. It's likely hostile. -->
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<PreciousLumpHostileThreat>扫描仪正在探测矿区附近的活动,它可能是敌对的。</PreciousLumpHostileThreat>
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<!-- EN: lump of {0} -->
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<PreciousLumpLabel>{0}块</PreciousLumpLabel>
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<!-- EN: no active research project -->
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<TextMote_Immune>免疫</TextMote_Immune>
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<!-- EN: {0} tended -->
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<TextMote_Tended>{0}已治疗</TextMote_Tended>
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<!-- EN: level {0} -->
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<TextMote_SkillUp>等级{0}</TextMote_SkillUp>
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<!-- EN: low mood -->
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<lowMood>心情低落</lowMood>
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<!-- EN: low opinion -->
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<!-- EN: you can deconstruct and loot the shuttle -->
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<Reward_ShuttleLoot>你可以拆除穿梭机来掠夺资源</Reward_ShuttleLoot>
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<!-- EN: Possible future reward -->
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<Reward_PossibleFutureReward_Label>预期报酬</Reward_PossibleFutureReward_Label>
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<Reward_PossibleFutureReward_Label>未知报酬</Reward_PossibleFutureReward_Label>
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<!-- EN: a reward possibly granted in the future -->
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<Reward_PossibleFutureReward>将来可能会给与的报酬。</Reward_PossibleFutureReward>
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<!-- EN: {TITLE} title -->
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<creditee>Indeed</creditee>
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</li>
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<li Class="CreditRecord_Text">
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<text>修订日期: 2020年8月8日 20点45分</text>
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<text>修订日期: 2020年8月12日 21点11分</text>
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<anchor>MiddleRight</anchor>
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</li>
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</credits>
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<!-- EN: Craft cataphract armor, heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require advanced components. -->
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<CataphractArmor.description>允许制作「禁卫装甲」,一种会减缓使用者的移动速度的重型动力装甲,但能够在极端环境下承受大量伤害。注意,制作时需要高级零部件。</CataphractArmor.description>
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<!-- EN: gunlink -->
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<Gunlink.label>辅瞄器</Gunlink.label>
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<!-- EN: Build wearable gunlinks to enhance your soldiers' shooting accuracy. -->
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<Gunlink.description>制作可穿戴式辅瞄器来增强士兵的射击精度。</Gunlink.description>
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<!-- EN: jump packs -->
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<JumpPack.label>跳跃背包</JumpPack.label>
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<!-- EN: Build jump packs to perform aerial assaults during combat. -->
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<!-- EN: Call a shuttle for your own use. It will transport colonists, items, and animals anywhere you like within 70 world tiles. -->
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<CallTransportShuttle.description>呼叫一个穿梭机给你自己使用。它能够把殖民者、物品和动物运输到任何你喜欢的地方(70格以内)。</CallTransportShuttle.description>
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<!-- EN: glitter med drop -->
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<GlitterMedDrop.label>空投-闪耀世界药物</GlitterMedDrop.label>
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<!-- EN: Call for a drop of 6 glitterworld medicine. -->
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<GlitterMedDrop.description>呼叫一份包含6x闪耀世界药物的空投。</GlitterMedDrop.description>
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<!-- EN: silver drop -->
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<SilverDrop.label>空投-白银</SilverDrop.label>
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<!-- EN: Call for a drop of 600 silver. -->
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<SilverDrop.description>呼叫一份包含600x白银的空投。</SilverDrop.description>
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<!-- EN: steel drop -->
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<SteelDrop.label>空投-钢铁</SteelDrop.label>
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<!-- EN: Call for a drop of 300 steel. -->
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<SteelDrop.description>呼叫一份包含300x钢铁的空投。</SteelDrop.description>
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<!-- EN: trade with caravans -->
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<TradeCaravan.label>与商队贸易</TradeCaravan.label>
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<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- EN: eltex skullcap -->
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<Apparel_EltexSkullcap.label>灵质头套</Apparel_EltexSkullcap.label>
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<!-- EN: A tight skullcap designed for psychic focusing. It provides no physical protection, but its special materials enhance the wearer's psychic sensitivity and dissipate neural heat. -->
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<Apparel_EltexSkullcap.description>一种为提升心灵能力而设计的紧型帽子。它无法提供任何保护,但特殊的材料增加了佩戴者的心灵敏感度,并且能够更快地驱散心灵熵。</Apparel_EltexSkullcap.description>
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<!-- EN: eltex helmet -->
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<Apparel_PsyfocusHelmet.label>灵质头盔</Apparel_PsyfocusHelmet.label>
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<!-- EN: A lightweight helmet designed for psychic focusing. While it provides little physical protection, its special materials enhance the wearer's psychic sensitivity and dissipate neural heat. -->
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<!-- EN: A tall, stiff, shiny hat. -->
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<Apparel_HatTop.description>一顶大、硬并且还能反光的帽子。</Apparel_HatTop.description>
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<!-- EN: honor crest -->
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<Apparel_HonorCrest.label>豪华纹章</Apparel_HonorCrest.label>
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<!-- EN: A metallic head covering that signifies stature. -->
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<Apparel_HonorCrest.description>一种显示身份的豪华金属头套。</Apparel_HonorCrest.description>
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<!-- EN: prestige robe -->
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<Apparel_RobeRoyal.label>皇家长袍</Apparel_RobeRoyal.label>
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<!-- EN: A long, flowing robe embroidered with complex decorative designs. -->
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<!-- EN: A suit of light partially-powered armor, designed to permit quick movement. Plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity. -->
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<Apparel_ArmorReconPrestige.description>轻量化的阉割版动力装甲,但轻量化的设计也使其相较于其他动力装甲具备更优越的机动性,配置的轻型玻璃钢装甲可以在不影响穿戴者灵活性的情况下提供可靠的防护,位于装甲中段的神经模因装置可以让使用者更容易地穿戴和使用它。\n\n这种昂贵且华丽的圣装装甲通常是为地位显赫的人而制造。镌刻的灵质秘纹可以增强使用者的心灵能力。</Apparel_ArmorReconPrestige.description>
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<!-- EN: gunlink -->
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<Apparel_Gunlink.label>辅瞄器</Apparel_Gunlink.label>
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<!-- EN: A targeting computer that helps the user aim. It detects and analyzes targets using infrared, visible, and millimeter-wave electromagnetic sensors. An onboard targeting computer displays firing solutions on a retinal projection. It offers no protection at all. -->
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<Apparel_Gunlink.description>一个能够帮助佩戴者进行瞄准的辅助计算机。它能够使用红外、可见光和毫米波电磁传感器检测和分析目标,并通过一台机载计算机在视网膜上投影可用的射击方案。它无法为使用者提供任何保护。</Apparel_Gunlink.description>
|
||||
|
||||
<!-- EN: incendiary grenade -->
|
||||
<Proj_GrenadePhoenixFire.label>燃烧弹</Proj_GrenadePhoenixFire.label>
|
||||
|
||||
|
@ -33,4 +33,7 @@
|
||||
<!-- EN: You defeated the {FACTION_pawnsPlural}! Get back on the shuttle to launch it. -->
|
||||
<MessageMissionGetBackToShuttle>你击败了{FACTION_pawnsPlural}!回到穿梭机并发射它。</MessageMissionGetBackToShuttle>
|
||||
|
||||
<!-- EN: {FACTION_name} has dropped resources nearby. -->
|
||||
<MessagePermitTransportDrop>{FACTION_name}已经在附近投下了一些资源。</MessagePermitTransportDrop>
|
||||
|
||||
</LanguageData>
|
Loading…
Reference in New Issue
Block a user