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@ -1370,7 +1370,7 @@
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German:"Gibt +1 Zufriedenheit pro Sozialgrundsatz"
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Dutch:"Levert 1 tevredenheid op per sociaal beleid"
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Spanish:"Otorga 1 felicidad por cada política social"
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Simplified_Chinese:"每项社会政策+1快乐"
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Simplified_Chinese:"每项已推行的社会政策+1快乐"
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Portuguese:"Provem 1 felicade por política social"
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Polish:"+1 do zadowolenia z każdego ustroju społecznego"
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}
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@ -1204,13 +1204,6 @@
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Simplified_Chinese:"所有专业人员和所有伟人设施+2科研"
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}
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"+1 Science for all Specialists and Great Person tile improvements. Receive a tech boost each time a scientific building/Wonder is built in the Korean Capital.":{
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Italian:"+1 Scienza per ogni Specialista e miglioramento Grande Personaggio. Ricevi uno sprint tecnologico ogni volta che la tua Capitale costruisce un edificio o una Meraviglia scientifica."
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Portuguese:"+1 ciência por todas as melhorias de terras de especialístas e grandes pessoas. Receba um bonus de pesquisa a cada construção/maravilha ciêntifica é construida na capital"
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French:"+1 Science pour chaque spécialistes et amélioration de case de personnage illustre. Reçoit un bonus de science à chaque fois qu'un batiment ou une merveille scientifique est construit dans la capitale"
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Russian:"+1 Наука для всех специалистов и улучшений клеток Великими людьми. Получите бонус к исследованию каждый раз при создании научного здания/чуда в Корейской столице"
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}
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/*
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"Iroquois":{
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@ -618,7 +618,7 @@
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German:"Siegesstatus"
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Dutch:"Overwinning Status"
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Spanish:"Estatus de victoria"
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Simplified_Chinese:"胜利进程"
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Simplified_Chinese:"胜利进度"
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Portuguese:"Status da vitória"
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Japanese:"勝利の地位"
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}
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@ -1600,7 +1600,7 @@
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Italian:"Vittoria per Dominazione"
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German:"Dominanzsieg"
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French:"Victoire militaire"
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Simplified_Chinese:"征服胜利 "
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Simplified_Chinese:"征服胜利"
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Portuguese:"Vitória por conquista"
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}
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@ -1692,33 +1692,38 @@
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German:"Zerstöre [civName]"
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French:"Détruiser [civName]"
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Russian:"Уничтожить [civName]"
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Simplified_Chinese:"摧毁[civName]文明"
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Simplified_Chinese:"毁灭[civName]文明"
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Portuguese:"Destruir [civName]" //what's the context? as in it being a question, or a pre-requisite for conquest victory?
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}
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"Our status":{
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Italian:"I tuoi progressi"
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French:"Notre situation"
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Simplified_Chinese:"我们文明的胜利进度"
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}
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"Global status":{
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Italian:"Progressi globali"
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French:"Situation globale"
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Simplified_Chinese:"所有文明的胜利进度"
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}
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"Spaceship parts remaining":{
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Italian:"Parti dell'astronave rimanenti"
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French:"Parties de Vaisseau spatial manquantes"
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Simplified_Chinese:"未完成建造的飞船组件数量"
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}
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"Branches completed":{
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Italian:"Rami completati"
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French:"Branches complêtées"
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Simplified_Chinese:"已完全推行的社会政策数量"
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}
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"Undefeated civs":{
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Italian:"Civiltà esistenti"
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French:"Civilization invaincues"
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Simplified_Chinese:"未被征服的文明"
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}
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@ -1727,16 +1732,19 @@
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"What would you like to do with the city?":{
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Italian:"Cosa vorresti farne della Città?"
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French:"Que voulez vous faire de cette ville?"
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Simplified_Chinese:"你想如何处理这座城市?"
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}
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"Annex":{
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Italian:"Annetti"
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French:"Annexer"
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Simplified_Chinese:"吞并"
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}
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"Raze":{
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Italian:"Distruggi"
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French:"Razer"
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Simplified_Chinese:"摧毁"
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}
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@ -233,7 +233,7 @@
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],
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[
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"在Unciv游戏中,有三种赢得胜利的方式。分别是:",
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"文化胜利---完全推行4项社会政策树;",
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"文化胜利---完全推行4项社会政策;",
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"征服胜利---通过消灭其他文明成为世界上唯一的存在;",
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"科技胜利---成为第一个建造太空飞船飞向遥远的半人马阿尔法星的文明。"
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],
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@ -28,10 +28,10 @@ class VictoryScreen : PickerScreen() {
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init {
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val tabsTable = Table().apply { defaults().pad(10f) }
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val setMyVictoryButton = TextButton("Our status",skin)
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val setMyVictoryButton = TextButton("Our status".tr(),skin)
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setMyVictoryButton.onClick { setMyVictoryTable() }
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tabsTable.add(setMyVictoryButton)
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val setGlobalVictoryButton = TextButton("Global status",skin)
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val setGlobalVictoryButton = TextButton("Global status".tr(),skin)
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setGlobalVictoryButton .onClick { setGlobalVictoryTable() }
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tabsTable.add(setGlobalVictoryButton)
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topTable.add(tabsTable)
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@ -124,7 +124,7 @@ class VictoryScreen : PickerScreen() {
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for (key in victoryManager.requiredSpaceshipParts.keys)
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for (i in 0 until victoryManager.requiredSpaceshipParts[key]!!)
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t.add(getMilestone(key, victoryManager.currentsSpaceshipParts[key]!! > i)).row() //(key, builtSpaceshipParts)
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t.add(getMilestone(key.tr(), victoryManager.currentsSpaceshipParts[key]!! > i)).row() //(key, builtSpaceshipParts)
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return t
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}
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@ -134,7 +134,7 @@ class VictoryScreen : PickerScreen() {
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t.defaults().pad(5f)
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for(branch in GameBasics.PolicyBranches.values) {
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val finisher = branch.policies.last().name
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t.add(getMilestone(finisher, playerCivInfo.policies.isAdopted(finisher))).row()
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t.add(getMilestone(finisher.tr(), playerCivInfo.policies.isAdopted(finisher))).row()
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}
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return t
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}
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@ -175,7 +175,7 @@ class VictoryScreen : PickerScreen() {
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private fun getGlobalDominationVictoryColumn(majorCivs: List<CivilizationInfo>): Table {
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val dominationVictoryColumn = Table().apply { defaults().pad(10f) }
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dominationVictoryColumn.add("Undefeated civs".toLabel()).row()
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dominationVictoryColumn.add("Undefeated civs".tr().toLabel()).row()
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dominationVictoryColumn.addSeparator()
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for (civ in majorCivs.filter { !it.isDefeated() })
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@ -189,7 +189,7 @@ class VictoryScreen : PickerScreen() {
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private fun getGlobalCulturalVictoryColumn(majorCivs: List<CivilizationInfo>): Table {
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val policyVictoryColumn = Table().apply { defaults().pad(10f) }
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policyVictoryColumn.add("Branches completed".toLabel()).row()
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policyVictoryColumn.add("Branches completed".tr().toLabel()).row()
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policyVictoryColumn.addSeparator()
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data class civToBranchesCompleted(val civ: CivilizationInfo, val branchesCompleted: Int)
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@ -206,7 +206,7 @@ class VictoryScreen : PickerScreen() {
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private fun getGlobalScientificVictoryColumn(majorCivs: List<CivilizationInfo>): Table {
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val scientificVictoryColumn = Table().apply { defaults().pad(10f) }
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scientificVictoryColumn.add("Spaceship parts remaining".toLabel()).row()
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scientificVictoryColumn.add("Spaceship parts remaining".tr().toLabel()).row()
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scientificVictoryColumn.addSeparator()
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data class civToSpaceshipPartsRemaining(val civ: CivilizationInfo, val partsRemaining: Int)
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