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Missing translations cleanup (#6452)
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@ -1668,7 +1668,7 @@
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"[+1] Sight", "Hidden when religion is disabled", "Unbuildable", "Religious Unit"
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"[+1] Sight", "Hidden when religion is disabled", "Unbuildable", "Religious Unit"
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],
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],
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"movement": 3
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"movement": 3
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}
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},
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/* Spaceship Parts */
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/* Spaceship Parts */
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@ -582,6 +582,7 @@ We have encountered [civName]! = Wir sind auf [civName] getroffen!
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[cityStateName] has given us [stats] as a token of goodwill for meeting us = [cityStateName] hat uns [stats] als Zeichen des guten Willens für unsere Begegnung übergeben
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[cityStateName] has given us [stats] as a token of goodwill for meeting us = [cityStateName] hat uns [stats] als Zeichen des guten Willens für unsere Begegnung übergeben
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[cityStateName] has given us [stats] as we are the first major civ to meet them = [cityStateName] hat uns [stats] übergeben, da wir die erste bedeutende Zivilisation sind, die sie getroffen haben
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[cityStateName] has given us [stats] as we are the first major civ to meet them = [cityStateName] hat uns [stats] übergeben, da wir die erste bedeutende Zivilisation sind, die sie getroffen haben
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[cityStateName] has also given us [stats] = [cityStateName] hat uns auch [stats] gegeben
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[cityStateName] has also given us [stats] = [cityStateName] hat uns auch [stats] gegeben
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[cityStateName] gave us a [unitName] as a gift! = [cityStateName] hat uns [unitName] geschenkt!
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Cannot provide unit upkeep for [unitName] - unit has been disbanded! = Der Unterhalt für [unitName] konnte nicht bezahlt werden - Einheit wurde aufgelöst!
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Cannot provide unit upkeep for [unitName] - unit has been disbanded! = Der Unterhalt für [unitName] konnte nicht bezahlt werden - Einheit wurde aufgelöst!
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[cityName] has grown! = [cityName] ist gewachsen!
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[cityName] has grown! = [cityName] ist gewachsen!
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[cityName] is starving! = [cityName] verhungert!
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[cityName] is starving! = [cityName] verhungert!
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@ -919,7 +920,7 @@ Conduct Trade Mission = Handelsmission durchführen
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Your trade mission to [civName] has earned you [goldAmount] gold and [influenceAmount] influence! = Deine Handelsmission zu [civName] hat dir [goldAmount] Gold und [influenceAmount] Einfluss eingebracht!
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Your trade mission to [civName] has earned you [goldAmount] gold and [influenceAmount] influence! = Deine Handelsmission zu [civName] hat dir [goldAmount] Gold und [influenceAmount] Einfluss eingebracht!
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Hurry Wonder = Wunder beschleunigen
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Hurry Wonder = Wunder beschleunigen
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Hurry Construction = Produktion beschleunigen
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Hurry Construction = Produktion beschleunigen
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Hurry Construction (+[productionAmount]) = Produktion beschleunigen (+[productionAmount])
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Hurry Construction (+[productionAmount]⚙) = Produktion beschleunigen (+[productionAmount]⚙)
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Spread Religion = Religion verbreiten
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Spread Religion = Religion verbreiten
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Spread [religionName] = [religionName] verbreiten
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Spread [religionName] = [religionName] verbreiten
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Remove Heresy = Ketzerei entfernen
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Remove Heresy = Ketzerei entfernen
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@ -937,6 +938,8 @@ Total = Gesamt
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Stats = Statistiken
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Stats = Statistiken
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Policies = Politik
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Policies = Politik
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Base happiness = Grundzufriedenheit
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Base happiness = Grundzufriedenheit
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Traded Luxuries = Luxusressourcen aus Handel
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City-State Luxuries = Luxusressourcen von Stadtstaaten
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Occupied City = Besetzte Städte
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Occupied City = Besetzte Städte
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Buildings = Gebäude
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Buildings = Gebäude
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Wonders = Wunder
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Wonders = Wunder
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@ -964,6 +967,7 @@ Increase your supply or reduce the amount of units to remove the production pena
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Name = Name
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Name = Name
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Closest city = Nächstgelegene Stadt
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Closest city = Nächstgelegene Stadt
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Action = Aktion
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Action = Aktion
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Upgrade = Aufrüsten
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Defeated = Besiegt
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Defeated = Besiegt
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[numberOfCivs] Civilizations in the game = [numberOfCivs] Zivilisationen sind im Spiel
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[numberOfCivs] Civilizations in the game = [numberOfCivs] Zivilisationen sind im Spiel
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Our Civilization: = Unsere Zivilisation:
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Our Civilization: = Unsere Zivilisation:
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@ -1128,7 +1132,6 @@ Change map to fit selected ruleset? = Karte ändern, um sie dem neuen Regelsatz
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# Civilopedia difficulty levels
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# Civilopedia difficulty levels
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Player settings = Spieler-Einstellungen
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Player settings = Spieler-Einstellungen
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Base Happiness = Basiszufriedenheit
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Extra happiness per luxury = Zusätzliche Zufriedenheit pro Luxusgut
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Extra happiness per luxury = Zusätzliche Zufriedenheit pro Luxusgut
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Research cost modifier = Forschungskosten-Modifikator
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Research cost modifier = Forschungskosten-Modifikator
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Unit cost modifier = Einheitenkosten-Modifikator
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Unit cost modifier = Einheitenkosten-Modifikator
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@ -1165,6 +1168,7 @@ Granted by [param] = Von [param] erteilt
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Granted by: = Erteilt von:
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Granted by: = Erteilt von:
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[bonus] with [tech] = [bonus] mit [tech]
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[bonus] with [tech] = [bonus] mit [tech]
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Difficulty levels = Schwierigkeitsgrade
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Difficulty levels = Schwierigkeitsgrade
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The possible rewards are: = Mögliche Belohnungen:
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# Policies
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# Policies
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@ -1193,6 +1197,7 @@ Religions and Beliefs = Religionen und Glaubenssätze
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Majority Religion: [name] = Hauptreligion: [name]
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Majority Religion: [name] = Hauptreligion: [name]
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+ [amount] pressure = + [amount] Druck
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+ [amount] pressure = + [amount] Druck
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Holy city of: [religionName] = Heilige Stadt von: [religionName]
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Holy city of: [religionName] = Heilige Stadt von: [religionName]
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Followers = Anhänger
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Pressure = Druck
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Pressure = Druck
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# Religion overview screen
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# Religion overview screen
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@ -1368,13 +1373,14 @@ non-air = nicht-fliegend
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relevant = relevante
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relevant = relevante
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Nuclear Weapon = Atomwaffe
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Nuclear Weapon = Atomwaffe
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City = Stadt
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City = Stadt
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Barbarian = Barbaren
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Great Person = Große Persönlichkeit
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Air = Luft
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Air = Luft
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land units = Landeinheiten
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land units = Landeinheiten
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water units = Wassereinheiten
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water units = Wassereinheiten
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air units = Lufteinheiten
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air units = Lufteinheiten
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military units = militärische
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military units = militärische
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submarine units = U-Boot Einheiten
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submarine units = U-Boot Einheiten
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Barbarian = Barbaren
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######### City filters ###########
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######### City filters ###########
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@ -1448,6 +1454,10 @@ Great = Große
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founding = gründen
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founding = gründen
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enhancing = verbessern
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enhancing = verbessern
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######### Religious Action Filters ###########
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Remove Foreign religions from your own cities = Häretiker gnadenlos ausmerzen
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######### Unique Specials ###########
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######### Unique Specials ###########
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all healing effects doubled = alle Heilungseffekte verdoppelt
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all healing effects doubled = alle Heilungseffekte verdoppelt
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@ -587,6 +587,7 @@ We have encountered [civName]! =
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[cityStateName] has given us [stats] as a token of goodwill for meeting us =
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[cityStateName] has given us [stats] as a token of goodwill for meeting us =
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[cityStateName] has given us [stats] as we are the first major civ to meet them =
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[cityStateName] has given us [stats] as we are the first major civ to meet them =
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[cityStateName] has also given us [stats] =
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[cityStateName] has also given us [stats] =
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[cityStateName] gave us a [unitName] as a gift! =
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Cannot provide unit upkeep for [unitName] - unit has been disbanded! =
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Cannot provide unit upkeep for [unitName] - unit has been disbanded! =
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[cityName] has grown! =
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[cityName] has grown! =
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[cityName] is starving! =
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[cityName] is starving! =
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@ -925,7 +926,7 @@ Conduct Trade Mission =
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Your trade mission to [civName] has earned you [goldAmount] gold and [influenceAmount] influence! =
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Your trade mission to [civName] has earned you [goldAmount] gold and [influenceAmount] influence! =
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Hurry Wonder =
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Hurry Wonder =
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Hurry Construction =
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Hurry Construction =
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Hurry Construction (+[productionAmount]) =
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Hurry Construction (+[productionAmount]⚙) =
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Spread Religion =
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Spread Religion =
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Spread [religionName] =
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Spread [religionName] =
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Remove Heresy =
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Remove Heresy =
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@ -943,6 +944,8 @@ Total =
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Stats =
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Stats =
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Policies =
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Policies =
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Base happiness =
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Base happiness =
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Traded Luxuries =
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City-State Luxuries =
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Occupied City =
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Occupied City =
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Buildings =
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Buildings =
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Wonders =
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Wonders =
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@ -970,6 +973,7 @@ Increase your supply or reduce the amount of units to remove the production pena
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Name =
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Name =
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Closest city =
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Closest city =
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Action =
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Action =
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Upgrade =
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Defeated =
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Defeated =
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[numberOfCivs] Civilizations in the game =
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[numberOfCivs] Civilizations in the game =
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Our Civilization: =
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Our Civilization: =
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@ -1136,7 +1140,6 @@ Change map to fit selected ruleset? =
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# Civilopedia difficulty levels
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# Civilopedia difficulty levels
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Player settings =
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Player settings =
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Base Happiness =
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Extra happiness per luxury =
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Extra happiness per luxury =
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Research cost modifier =
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Research cost modifier =
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Unit cost modifier =
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Unit cost modifier =
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@ -1173,6 +1176,7 @@ Granted by [param] =
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Granted by: =
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Granted by: =
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[bonus] with [tech] =
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[bonus] with [tech] =
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Difficulty levels =
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Difficulty levels =
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The possible rewards are: =
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# Policies
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# Policies
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@ -1201,6 +1205,7 @@ Religions and Beliefs =
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Majority Religion: [name] =
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Majority Religion: [name] =
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+ [amount] pressure =
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+ [amount] pressure =
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Holy city of: [religionName] =
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Holy city of: [religionName] =
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Followers =
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Pressure =
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Pressure =
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# Religion overview screen
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# Religion overview screen
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@ -47,7 +47,7 @@ class Difficulty: INamed, ICivilopediaText {
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override fun getCivilopediaTextLines(ruleset: Ruleset): List<FormattedLine> {
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override fun getCivilopediaTextLines(ruleset: Ruleset): List<FormattedLine> {
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val lines = ArrayList<FormattedLine>()
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val lines = ArrayList<FormattedLine>()
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lines += FormattedLine("Player settings", header = 3)
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lines += FormattedLine("Player settings", header = 3)
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lines += FormattedLine("{Base Happiness}: $baseHappiness ${Fonts.happiness}", indent = 1)
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lines += FormattedLine("{Base happiness}: $baseHappiness ${Fonts.happiness}", indent = 1)
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lines += FormattedLine("{Extra happiness per luxury}: ${extraHappinessPerLuxury.toInt()} ${Fonts.happiness}", indent = 1)
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lines += FormattedLine("{Extra happiness per luxury}: ${extraHappinessPerLuxury.toInt()} ${Fonts.happiness}", indent = 1)
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lines += FormattedLine("{Research cost modifier}: ${researchCostModifier.toPercent()}% ${Fonts.science}", indent = 1)
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lines += FormattedLine("{Research cost modifier}: ${researchCostModifier.toPercent()}% ${Fonts.science}", indent = 1)
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lines += FormattedLine("{Unit cost modifier}: ${unitCostModifier.toPercent()}% ${Fonts.production}", indent = 1)
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lines += FormattedLine("{Unit cost modifier}: ${unitCostModifier.toPercent()}% ${Fonts.production}", indent = 1)
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@ -144,7 +144,7 @@ class Nation : RulesetObject() {
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private fun getCityStateInfo(ruleset: Ruleset): List<FormattedLine> {
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private fun getCityStateInfo(ruleset: Ruleset): List<FormattedLine> {
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val textList = ArrayList<FormattedLine>()
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val textList = ArrayList<FormattedLine>()
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textList += FormattedLine("{Type}: [$cityStateType]", header = 4, color = cityStateType!!.color)
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textList += FormattedLine("{Type}: {$cityStateType}", header = 4, color = cityStateType!!.color)
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val era = if (UncivGame.isCurrentInitialized() && UncivGame.Current.isGameInfoInitialized())
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val era = if (UncivGame.isCurrentInitialized() && UncivGame.Current.isGameInfoInitialized())
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UncivGame.Current.gameInfo.currentPlayerCiv.getEra()
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UncivGame.Current.gameInfo.currentPlayerCiv.getEra()
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@ -155,7 +155,7 @@ class Nation : RulesetObject() {
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val friendBonus = era.friendBonus[cityStateType!!.name]
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val friendBonus = era.friendBonus[cityStateType!!.name]
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if (friendBonus != null && friendBonus.isNotEmpty()) {
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if (friendBonus != null && friendBonus.isNotEmpty()) {
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textList += FormattedLine()
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textList += FormattedLine()
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textList += FormattedLine("{When Friends}: ")
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textList += FormattedLine("{When Friends:} ")
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friendBonus.forEach {
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friendBonus.forEach {
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textList += FormattedLine(Unique(it), indent = 1)
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textList += FormattedLine(Unique(it), indent = 1)
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if (it == "Provides a unique luxury") showResources = true
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if (it == "Provides a unique luxury") showResources = true
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@ -165,7 +165,7 @@ class Nation : RulesetObject() {
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val allyBonus = era.allyBonus[cityStateType!!.name]
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val allyBonus = era.allyBonus[cityStateType!!.name]
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if (allyBonus != null && allyBonus.isNotEmpty()) {
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if (allyBonus != null && allyBonus.isNotEmpty()) {
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textList += FormattedLine()
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textList += FormattedLine()
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textList += FormattedLine("{When Allies}: ")
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textList += FormattedLine("{When Allies:} ")
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allyBonus.forEach {
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allyBonus.forEach {
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textList += FormattedLine(Unique(it), indent = 1)
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textList += FormattedLine(Unique(it), indent = 1)
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if (it == "Provides a unique luxury") showResources = true
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if (it == "Provides a unique luxury") showResources = true
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@ -89,6 +89,8 @@ enum class UniqueParameterType(
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"relevant",
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"relevant",
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"Nuclear Weapon",
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"Nuclear Weapon",
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"City",
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"City",
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"Barbarian",
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"Great Person",
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// These are up for debate
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// These are up for debate
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"Air",
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"Air",
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"land units",
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"land units",
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@ -96,7 +98,6 @@ enum class UniqueParameterType(
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"air units",
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"air units",
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"military units",
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"military units",
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"submarine units",
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"submarine units",
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"Barbarian"
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// Note: this can't handle combinations of parameters (e.g. [{Military} {Water}])
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// Note: this can't handle combinations of parameters (e.g. [{Military} {Water}])
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)
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)
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@ -381,6 +382,7 @@ enum class UniqueParameterType(
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},
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},
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FoundingOrEnhancing("foundingOrEnhancing", "Prophet Action Filters") {
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FoundingOrEnhancing("foundingOrEnhancing", "Prophet Action Filters") {
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// Used in FreeExtraBeliefs, FreeExtraAnyBeliefs
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private val knownValues = setOf("founding", "enhancing")
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private val knownValues = setOf("founding", "enhancing")
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override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
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override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
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UniqueType.UniqueComplianceErrorSeverity? = when (parameterText) {
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UniqueType.UniqueComplianceErrorSeverity? = when (parameterText) {
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@ -390,6 +392,17 @@ enum class UniqueParameterType(
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override fun getTranslationWriterStringsForOutput() = knownValues
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override fun getTranslationWriterStringsForOutput() = knownValues
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},
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},
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//TODO the Unique "Can [] [] times" that should use this isn't typed yet
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ReligiousAction("religiousAction", "Religious Action Filters") {
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private val knownValues = setOf(Constants.spreadReligionAbilityCount, Constants.removeHeresyAbilityCount)
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override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
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UniqueType.UniqueComplianceErrorSeverity? = when (parameterText) {
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in knownValues -> null
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else -> UniqueType.UniqueComplianceErrorSeverity.RulesetInvariant
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}
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override fun getTranslationWriterStringsForOutput() = knownValues
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},
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Technology("tech") {
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Technology("tech") {
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override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
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override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
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UniqueType.UniqueComplianceErrorSeverity? = when (parameterText) {
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UniqueType.UniqueComplianceErrorSeverity? = when (parameterText) {
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@ -208,7 +208,7 @@ class DiplomacyScreen(
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val protectors = otherCiv.getProtectorCivs()
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val protectors = otherCiv.getProtectorCivs()
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if (protectors.isNotEmpty()) {
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if (protectors.isNotEmpty()) {
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val protectorString = "{Protected by}: " + protectors.joinToString(", ") { it.civName }
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val protectorString = "{Protected by}: " + protectors.joinToString(", ") { it.civName.tr() }
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diplomacyTable.add(protectorString.toLabel()).row()
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diplomacyTable.add(protectorString.toLabel()).row()
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}
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}
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@ -225,12 +225,12 @@ class DiplomacyScreen(
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val eraInfo = viewingCiv.getEra()
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val eraInfo = viewingCiv.getEra()
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var friendBonusText = "{When Friends}: ".tr()
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var friendBonusText = "{When Friends:} ".tr()
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val friendBonusObjects = eraInfo.getCityStateBonuses(otherCiv.cityStateType, RelationshipLevel.Friend)
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val friendBonusObjects = eraInfo.getCityStateBonuses(otherCiv.cityStateType, RelationshipLevel.Friend)
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val friendBonusStrings = getAdjustedBonuses(friendBonusObjects)
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val friendBonusStrings = getAdjustedBonuses(friendBonusObjects)
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friendBonusText += friendBonusStrings.joinToString(separator = ", ") { it.tr() }
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friendBonusText += friendBonusStrings.joinToString(separator = ", ") { it.tr() }
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var allyBonusText = "{When Allies}: ".tr()
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var allyBonusText = "{When Allies:} ".tr()
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val allyBonusObjects = eraInfo.getCityStateBonuses(otherCiv.cityStateType, RelationshipLevel.Ally)
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val allyBonusObjects = eraInfo.getCityStateBonuses(otherCiv.cityStateType, RelationshipLevel.Ally)
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val allyBonusStrings = getAdjustedBonuses(allyBonusObjects)
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val allyBonusStrings = getAdjustedBonuses(allyBonusObjects)
|
||||||
allyBonusText += allyBonusStrings.joinToString(separator = ", ") { it.tr() }
|
allyBonusText += allyBonusStrings.joinToString(separator = ", ") { it.tr() }
|
||||||
|
@ -482,6 +482,7 @@ object UnitActions {
|
|||||||
(300 + 30 * tile.getCity()!!.population.population) * unit.civInfo.gameInfo.gameParameters.gameSpeed.modifier,
|
(300 + 30 * tile.getCity()!!.population.population) * unit.civInfo.gameInfo.gameParameters.gameSpeed.modifier,
|
||||||
cityConstructions.getRemainingWork(cityConstructions.currentConstructionFromQueue).toFloat() - 1
|
cityConstructions.getRemainingWork(cityConstructions.currentConstructionFromQueue).toFloat() - 1
|
||||||
).toInt()
|
).toInt()
|
||||||
|
if (productionPointsToAdd <= 0) continue
|
||||||
|
|
||||||
actionList += UnitAction(UnitActionType.HurryBuilding,
|
actionList += UnitAction(UnitActionType.HurryBuilding,
|
||||||
title = "Hurry Construction (+[$productionPointsToAdd]⚙)",
|
title = "Hurry Construction (+[$productionPointsToAdd]⚙)",
|
||||||
|
Loading…
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Reference in New Issue
Block a user