322 lines
23 KiB
XML
322 lines
23 KiB
XML
<?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>
|
||
<MessageVisitorsDangerousTemperature>来自{1}的{0}由于温度危险正在离开地图。</MessageVisitorsDangerousTemperature>
|
||
|
||
<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>
|
||
<MessageMustDesignateSmoothableSurface>Must designate rough stone surfaces.</MessageMustDesignateSmoothableSurface>
|
||
<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>
|
||
<MessageMustDesignateForbiddable>Must designate unforbidden items.</MessageMustDesignateForbiddable>
|
||
<MessageMustDesignateUnforbiddable>Must designate forbidden items.</MessageMustDesignateUnforbiddable>
|
||
|
||
<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>
|
||
<PawnDied>{0} has died.</PawnDied>
|
||
|
||
<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,犯了难以置信的愚蠢错误。</MessageMedicalOperationFailureRidiculous>
|
||
<MessageMedicalOperationFailureFatal>{0}给{1}手术时犯了了致命的错误,由于特殊的挑战: {2}</MessageMedicalOperationFailureFatal>
|
||
|
||
<MessageMedicalOperationWillAngerFaction>这次手术将激怒{0}。</MessageMedicalOperationWillAngerFaction>
|
||
|
||
<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>
|
||
|
||
<MessageNoLongerOnTargetedInsultingSpree>{0}不再侮辱{1}纵乐了。</MessageNoLongerOnTargetedInsultingSpree>
|
||
|
||
<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>
|
||
|
||
<MessagePawnLostWhileFormingCaravan>{0} has been removed from the caravan.</MessagePawnLostWhileFormingCaravan>
|
||
<MessagePawnLostWhileFormingCaravan_AllLost>The caravan formation process has been terminated.</MessagePawnLostWhileFormingCaravan_AllLost>
|
||
<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>由于温度过低,{0}已死亡。</MessagePlantDiedOfCold>
|
||
<MessagePlantDiedOfRot_LeftUnharvested>由于未及时收获,{0}已腐烂死亡。</MessagePlantDiedOfRot_LeftUnharvested>
|
||
<MessagePlantDiedOfRot_ExposedToLight>由于暴露在光照下,{0}已死亡。</MessagePlantDiedOfRot_ExposedToLight>
|
||
<MessagePlantDiedOfRot>{0}已腐烂死亡。</MessagePlantDiedOfRot>
|
||
<MessagePlantDiedOfPoison>{0}因中毒而死亡。</MessagePlantDiedOfPoison>
|
||
<MessagePlantDiedOfBlight>{0}因枯萎病而死亡。</MessagePlantDiedOfBlight>
|
||
|
||
<MessagePawnBeingBurned>{0}正在被超高温空气灼烧!</MessagePawnBeingBurned>
|
||
|
||
<MessageAccidentalOverdose>{0}在服用{1}时意外过量!</MessageAccidentalOverdose>
|
||
|
||
<MessageCaravanArrivedAtDestination>{0}已抵达目的地。</MessageCaravanArrivedAtDestination>
|
||
|
||
<MessageCaravanIsVisitingSettlement>{0}已抵达{1}。</MessageCaravanIsVisitingSettlement>
|
||
|
||
<MessageCaravanEnteredWorldObject>{0}已抵达{1}。</MessageCaravanEnteredWorldObject>
|
||
|
||
<MessagePawnLeftMapAndCreatedCaravan>{0}已离开该区域并组建远行队。</MessagePawnLeftMapAndCreatedCaravan>
|
||
<MessagePawnLeftMapAndCreatedCaravan_AnimalsWantToJoin>Your animals are moving to join it.</MessagePawnLeftMapAndCreatedCaravan_AnimalsWantToJoin>
|
||
|
||
<MessageSettledInExistingMap>你已成功在新区域建立殖民地。</MessageSettledInExistingMap>
|
||
|
||
<MessagePermanentWoundHealed>{1}'s {2} has healed. Cause: {0}</MessagePermanentWoundHealed>
|
||
|
||
<MessageRescueeJoined>因为你救了HIM, {0}加入了你的团队!</MessageRescueeJoined>
|
||
|
||
<MessageTransporterUnreachable>一些运输舱无法到达。</MessageTransporterUnreachable>
|
||
<MessageTransportersNotAdjacent>所有连接到所选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,装载进程已取消。</MessageTransportersLoadCanceled_TransporterDestroyed>
|
||
<MessageTransportersLoadCanceled_FuelingPortGiverDeSpawned>由于其中一个发射器被毁,装载进程已取消。</MessageTransportersLoadCanceled_FuelingPortGiverDeSpawned>
|
||
|
||
<MessageTransportersLoadingProcessStarted>你的殖民者现在会把已指定的物品装载进运输舱中。</MessageTransportersLoadingProcessStarted>
|
||
|
||
<MessageTransportPodsArrived>你的运输舱已经抵达目的地。</MessageTransportPodsArrived>
|
||
<MessageTransportPodsArrivedAndLost>你的运输舱已经抵达目的地,但由于里面没有殖民者,货物已丢失。</MessageTransportPodsArrivedAndLost>
|
||
<MessageTransportPodsArrivedAndAddedToCaravan>你的运输舱已抵达目的地。内部的成员或货物已加入你的远行队。</MessageTransportPodsArrivedAndAddedToCaravan>
|
||
|
||
<MessageFailedToLoadTransportersBecauseColonistLost>由于其中一个殖民者丢失,装载进程已取消。</MessageFailedToLoadTransportersBecauseColonistLost>
|
||
|
||
<MessageFinishedLoadingTransporters>你的殖民者已完成运输舱的装载。</MessageFinishedLoadingTransporters>
|
||
|
||
<MessageTransportPodsDestinationIsInvalid>所选目的地无效。</MessageTransportPodsDestinationIsInvalid>
|
||
<MessageTransportPodsDestinationIsTooFar>每个运输舱发射器都需要至少{0}化合燃料以将运输舱发射至该距离。</MessageTransportPodsDestinationIsTooFar>
|
||
|
||
<MessageReformedCaravan>已重组远行队。</MessageReformedCaravan>
|
||
|
||
<MessageCantBanishLastColonist>你不能放逐最后一位殖民者。</MessageCantBanishLastColonist>
|
||
|
||
<MessageCantEquipIncapableOfViolence>不能装备: {0}无暴力能力。</MessageCantEquipIncapableOfViolence>
|
||
<MessageCantEquipIncapableOfManipulation>不能装备: 没有能力。</MessageCantEquipIncapableOfManipulation>
|
||
|
||
<MessageSlaughteringBondedAnimal>由于他们之间是牵绊关系,屠宰{0}会使{1}不高兴。</MessageSlaughteringBondedAnimal>
|
||
|
||
<MessageCaravanRanOutOfFood>{0} has run out of food ({1}).</MessageCaravanRanOutOfFood>
|
||
|
||
<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缩放比例下,游戏界面将不能正常在屏幕上显示。请减小界面缩放比例或者增大分辨率。</MessageScreenResTooSmallForUIScale>
|
||
|
||
<MessageYouHaveToReformCaravanNow>你现在必须重组远行队。留下的所有人将会被遗弃。</MessageYouHaveToReformCaravanNow>
|
||
|
||
<MessageDefendersAttacking>来自{1}的{0}正在攻击你的{2}。</MessageDefendersAttacking>
|
||
|
||
<MessageSelfTendUnsatisfied>{0}还必须被指派「医生」工作才能自我治疗。</MessageSelfTendUnsatisfied>
|
||
<MessageCannotSelfTendEver>{0}无法从事「医生」工作,所以永远无法自我治疗。</MessageCannotSelfTendEver>
|
||
|
||
<MessageCantAddWaypointBecauseImpassable>此格子无法通行。</MessageCantAddWaypointBecauseImpassable>
|
||
<MessageCantAddWaypointBecauseUnreachable>无法从最后一个路径点到达此格子。</MessageCantAddWaypointBecauseUnreachable>
|
||
<MessageCantAddWaypointBecauseLimit>路径点不能超过{0}个。</MessageCantAddWaypointBecauseLimit>
|
||
<MessageCantRemoveWaypointBecauseFirst>此路径点无法移除。</MessageCantRemoveWaypointBecauseFirst>
|
||
|
||
<MessageCantDoExecutionBecauseNoWardenCapableOfViolence>没有可行使暴力行为的狱卒。处决不会被执行。</MessageCantDoExecutionBecauseNoWardenCapableOfViolence>
|
||
|
||
<MessageSiteCountdownBecauseNoMoreEnemies>你已经消灭了所有敌人。远行队将在{0}后自动重组。</MessageSiteCountdownBecauseNoMoreEnemies>
|
||
<MessageSiteCountdownBecauseNoEnemiesInitially>远行队将在{0}后自动重组。你现在可以「世界」视图中重组远行队。</MessageSiteCountdownBecauseNoEnemiesInitially>
|
||
|
||
<MessageCantBanishDownedPawn>在{0}还能行走之前不能放逐HE。</MessageCantBanishDownedPawn>
|
||
|
||
<MessageSleepingPawnsWokenUp>{0}已经醒来。</MessageSleepingPawnsWokenUp>
|
||
|
||
<MessageCompSpawnerSpawnedItem>产生物体: {0}。</MessageCompSpawnerSpawnedItem>
|
||
|
||
<MessageHediffCuredByItem>治愈健康状况: {0}。</MessageHediffCuredByItem>
|
||
<MessageBodyPartCuredByItem>修复身体部件: {0}。</MessageBodyPartCuredByItem>
|
||
<MessageResearchProjectFinishedByItem>获得技术: {0}。</MessageResearchProjectFinishedByItem>
|
||
|
||
<MessagePawnResurrected>{0}重新获得了生命!</MessagePawnResurrected>
|
||
|
||
<MessageFailedToRescueRelative>你没能救援{0}。这让{1}感到悲伤。</MessageFailedToRescueRelative>
|
||
<MessageRescuedRelative>你救援了{0}。这让{1}感到开心。</MessageRescuedRelative>
|
||
|
||
<MessageTornadoLeftMap>龙卷风已离开此地。</MessageTornadoLeftMap>
|
||
<MessageTornadoDissipated>龙卷风已经消散。</MessageTornadoDissipated>
|
||
|
||
<MessagePeaceTalksNoDiplomat>没有意识清醒、具备能力的外交官。</MessagePeaceTalksNoDiplomat>
|
||
|
||
<MessageWarningCavePlantsExposedToLight>警告: {0}暴露在光照下无法生存。</MessageWarningCavePlantsExposedToLight>
|
||
|
||
<MessageTargetedTantrumChangedTarget>{0}无法接触{1},于是HE决定转而将HIS怒火发泄在{2}身上。</MessageTargetedTantrumChangedTarget>
|
||
|
||
<MessageTargetedInsultingSpreeChangedTarget>{0}无法接触{1},于是HE决定转而将HIS怒火发泄在{2}身上。</MessageTargetedInsultingSpreeChangedTarget>
|
||
|
||
<MessageMurderousRageChangedTarget>{0} has decided to redirect HIS anger at {1}.</MessageMurderousRageChangedTarget>
|
||
|
||
<MessagePlantIncompatibleWithRoof>{0} cannot grow underneath a roof.</MessagePlantIncompatibleWithRoof>
|
||
<MessageRoofIncompatibleWithPlant>Cannot build a roof over {0}.</MessageRoofIncompatibleWithPlant>
|
||
|
||
<MessageChoseRoute>Caravan will automatically travel to the first waypoint.</MessageChoseRoute>
|
||
|
||
<MessageBlockedHediff>{0} blocked {1} on: {2}.</MessageBlockedHediff>
|
||
|
||
<MessageCraftedMasterwork>{0} has created a {1}.</MessageCraftedMasterwork>
|
||
|
||
<MessagePlayerTriedToLeaveMapViaExitGrid>To leave the area, use the 'reform caravan' button in the world view.</MessagePlayerTriedToLeaveMapViaExitGrid>
|
||
|
||
<MessageGoodwillChanged>Relations with {0} have changed from {1} to {2}.</MessageGoodwillChanged>
|
||
<MessageGoodwillChangedWithReason>Relations with {0} have changed from {1} to {2} ({3}).</MessageGoodwillChangedWithReason>
|
||
<GoodwillChangedReason_AttackedPawn>attacked {0}</GoodwillChangedReason_AttackedPawn>
|
||
<GoodwillChangedReason_UsedItem>used {0} on {1}</GoodwillChangedReason_UsedItem>
|
||
<GoodwillChangedReason_RemovedBodyPart>harvested {0}</GoodwillChangedReason_RemovedBodyPart>
|
||
<GoodwillChangedReason_CapturedPawn>captured {0}</GoodwillChangedReason_CapturedPawn>
|
||
<GoodwillChangedReason_PawnCrushed>{0} crushed</GoodwillChangedReason_PawnCrushed>
|
||
<GoodwillChangedReason_PawnDied>{0} died</GoodwillChangedReason_PawnDied>
|
||
<GoodwillChangedReason_Traded>traded</GoodwillChangedReason_Traded>
|
||
<GoodwillChangedReason_AttackedCaravan>attacked a caravan</GoodwillChangedReason_AttackedCaravan>
|
||
<GoodwillChangedReason_NaturallyOverTime>natural tendency to reach {0} over time</GoodwillChangedReason_NaturallyOverTime>
|
||
<GoodwillChangedReason_ExitedMapHealthy>{0} exited the map healthy</GoodwillChangedReason_ExitedMapHealthy>
|
||
<GoodwillChangedReason_Tended>tended to {0}</GoodwillChangedReason_Tended>
|
||
<GoodwillChangedReason_ReceivedGift>received a gift</GoodwillChangedReason_ReceivedGift>
|
||
<GoodwillChangedReason_FulfilledTradeRequest>fulfilled a trade offer</GoodwillChangedReason_FulfilledTradeRequest>
|
||
|
||
<MessageGiftGivenButNotAppreciated>{0} accept your gift but they don't appreciate it.</MessageGiftGivenButNotAppreciated>
|
||
|
||
<MessageCantGiveGiftBecauseCantCarryEncumbered>The caravan is already encumbered and can't carry anything else.</MessageCantGiveGiftBecauseCantCarryEncumbered>
|
||
<MessageCantGiveGiftBecauseCantCarry>The caravan can't carry that much. The gifts weigh {0} but the caravan can only carry {1} more.</MessageCantGiveGiftBecauseCantCarry>
|
||
|
||
<MessageFormedCaravan>{0} has formed and is now traveling on the world map.</MessageFormedCaravan>
|
||
<MessageFormedCaravan_Orders>Orders</MessageFormedCaravan_Orders>
|
||
|
||
<MessageBillValidationStoreZoneDeleted>{1}'s "{0}" can no longer deliver to deleted stockpile {2}.</MessageBillValidationStoreZoneDeleted>
|
||
<MessageBillValidationStoreZoneUnavailable>{1}'s "{0}" can no longer deliver to unavailable stockpile {2}.</MessageBillValidationStoreZoneUnavailable>
|
||
<MessageBillValidationPawnUnavailable>{0} can no longer work on "{1}" at {2}. The restriction has been removed.</MessageBillValidationPawnUnavailable>
|
||
<MessageBillValidationIncludeZoneDeleted>{1}'s "{0}" can no longer count items in deleted stockpile {2}.</MessageBillValidationIncludeZoneDeleted>
|
||
<MessageBillValidationIncludeZoneUnavailable>{1}'s "{0}" can no longer count items in unavailable stockpile {2}.</MessageBillValidationIncludeZoneUnavailable>
|
||
<MessageBillValidationStoreZoneInsufficient>{1}'s "{0}" can no longer deliver all products to stockpile {2}.</MessageBillValidationStoreZoneInsufficient>
|
||
|
||
<MessageAnimalReturnedWild>Because of a lack of taming maintenance, {0} has returned to the wild.</MessageAnimalReturnedWild>
|
||
<MessageAnimalLostSkill>Due to a lack of maintenance training, {0} has lost a skill: {1}</MessageAnimalLostSkill>
|
||
|
||
<MessageTranslationReportSaved>Translation report written to {0}</MessageTranslationReportSaved>
|
||
|
||
<MessageCaravanArrivalActionNoLongerValid>{0} couldn't reach its destination.</MessageCaravanArrivalActionNoLongerValid>
|
||
|
||
<MessageEnterCooldownBlocksEntering>You can't re-enter for another {0} days.</MessageEnterCooldownBlocksEntering>
|
||
|
||
<!--<MessageMustDesignateSmoothableFloor>必须指定粗糙的石质地面。</MessageMustDesignateSmoothableFloor>-->
|
||
<!--<MessagePawnExitMapRelationsGain>因为{0}健康地离开了地图,与{1}的关系上升{2}点。</MessagePawnExitMapRelationsGain>-->
|
||
<!--<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>-->
|
||
<!--<MessageAmbushVictory>胜利!远行队将在{0}后自动重组。你现在可在「世界」画面中重组远行队。</MessageAmbushVictory>-->
|
||
<!--<MessageAutomaticallyReformedCaravan>你的殖民者已重组远行队。</MessageAutomaticallyReformedCaravan>-->
|
||
<!--<MessageOldWoundHealed>由于{0}, {1}的{2}已经痊愈了。</MessageOldWoundHealed>-->
|
||
<!--<MessageAttackedCaravanIsNowHostile>由于你攻击了{0}的一只远行队,该派系现在与你敌对。</MessageAttackedCaravanIsNowHostile>-->
|
||
<!--<MessageFactionPawnCrushed>{0}因屋顶塌方而死了人。派系关系: {1}</MessageFactionPawnCrushed>-->
|
||
<!--<MessageFactionPawnLost>{0}的{1}死了。派系关系: {2}</MessageFactionPawnLost>-->
|
||
<!--<MessageTransportPodsArrived_BecameHostile>{0}现在与你是敌对关系。</MessageTransportPodsArrived_BecameHostile>-->
|
||
<!--<MessageCaravanRunOutOfFood>{0}的给养已耗尽({1})。</MessageCaravanRunOutOfFood>-->
|
||
<!--<MessagePrisonerRescued>你救援了NAME,比且HE加入了你的殖民地。</MessagePrisonerRescued>-->
|
||
|
||
</LanguageData> |