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Update incorrect demand message and refactor translation for 'an unknown civilization' (#13606)
* fix broken translation * apply suggested change * fix untraslated string in load game screen * update incorrect demand message * refactor translation for an unknown civilization * fix spaces
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@ -143,7 +143,6 @@ Research Agreement =
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Declare war =
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Declare war on [civName]? =
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[civName] will also join them in the war =
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An unknown civilization will also join them in the war =
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This will cancel your defensive pact with [civName] =
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Go to on map =
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Let's begin! =
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@ -983,10 +982,8 @@ Cannot provide unit upkeep for [unitName] - unit has been disbanded! =
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[construction] has been built in [cityName] =
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[wonder] has been built in a faraway land =
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[civName] has completed [construction]! =
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An unknown civilization has completed [construction]! =
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The city of [cityname] has started constructing [construction]! =
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[civilization] has started constructing [construction]! =
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An unknown civilization has started constructing [construction]! =
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[cityName] has started working on [construction] =
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[cityName] has expanded its borders! =
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Your Golden Age has ended. =
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@ -1044,7 +1041,6 @@ Your city [cityName] can bombard the enemy! =
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[amount] enemy units were spotted in our territory =
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A(n) [nukeType] from [civName] has exploded in our territory! =
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A(n) [nukeType] has been detonated by [civName]! =
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A(n) [nukeType] has been detonated by an unknown civilization! =
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After an attempted attack by our [nukeType], [civName] has declared war on us! =
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After being hit by our [nukeType], [civName] has declared war on us! =
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The civilization of [civName] has been destroyed! =
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@ -1112,7 +1108,6 @@ We Love The King Day in [cityName] has ended. =
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Our [name] took [tileDamage] tile damage and was destroyed =
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Our [name] took [tileDamage] tile damage =
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[civName] has adopted the [policyName] policy =
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An unknown civilization has adopted the [policyName] policy =
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You gained [Stats] as your religion was spread to [cityName] =
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You gained [Stats] as your religion was spread to an unknown city =
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Your city [cityName] was converted to [religionName]! =
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@ -1123,8 +1118,6 @@ You have unlocked [ability]! =
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A new b'ak'tun has just begun! =
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A Great Person joins you! =
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[civ1] has liberated [civ2] =
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[civ] has liberated an unknown civilization =
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An unknown civilization has liberated [civ] =
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# Trigger notifications
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@ -1842,7 +1835,7 @@ Spy Hideout =
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Spy present =
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Move =
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After an unknown civilization entered the [eraName], we have recruited [spyName] as a spy! =
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After [unknownCiv] entered the [eraName], we have recruited [spyName] as a spy! =
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We have recruited [spyName] as a spy! =
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We have recruited a new spy name [spyName] after [oldSpyName] was killed. =
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Your spy [spyName] has leveled up! =
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@ -141,7 +141,7 @@ object Nuke {
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)
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else
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otherCiv.addNotification(
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"A(n) [${attacker.getName()}] has been detonated by an unknown civilization!",
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"A(n) [${attacker.getName()}] has been detonated by an [unknown civilization]!",
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nukeNotificationAction, NotificationCategory.War, NotificationIcon.War, attacker.getName()
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)
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}
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@ -459,7 +459,7 @@ class CityConstructions : IsPartOfGameInfoSerialization {
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otherCiv.knows(city.civ) ->
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otherCiv.addNotification("[${city.civ.civName}] has started constructing [${construction.name}]!",
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NotificationCategory.General, NotificationIcon.Construction, icon)
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else -> otherCiv.addNotification("An unknown civilization has started constructing [${construction.name}]!",
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else -> otherCiv.addNotification("[An unknown civilization] has started constructing [${construction.name}]!",
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NotificationCategory.General, NotificationIcon.Construction, icon)
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}
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}
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@ -545,7 +545,7 @@ class CityConstructions : IsPartOfGameInfoSerialization {
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// No need to notify ourself, since we already got the building notification anyway
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if (otherCiv == city.civ) continue
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val completingCivDescription =
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if (otherCiv.knows(city.civ)) "[${city.civ.civName}]" else "An unknown civilization"
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if (otherCiv.knows(city.civ)) "[${city.civ.civName}]" else "[An unknown civilization]"
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otherCiv.addNotification("$completingCivDescription has completed [${construction.name}]!",
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pediaAction, NotificationCategory.General, NotificationIcon.Construction, buildingIcon)
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}
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@ -208,9 +208,9 @@ class CityConquestFunctions(val city: City) {
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civ.knows(conqueringCiv) && civ.knows(foundingCiv) ->
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civ.addNotification("[$conqueringCiv] has liberated [$foundingCiv]", NotificationCategory.Diplomacy, foundingCiv.civName, NotificationIcon.Diplomacy, conqueringCiv.civName)
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civ.knows(conqueringCiv) && !civ.knows(foundingCiv) ->
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civ.addNotification("[$conqueringCiv] has liberated an unknown civilization", NotificationCategory.Diplomacy, NotificationIcon.Diplomacy, conqueringCiv.civName)
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civ.addNotification("[$conqueringCiv] has liberated [an unknown civilization]", NotificationCategory.Diplomacy, NotificationIcon.Diplomacy, conqueringCiv.civName)
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!civ.knows(conqueringCiv) && civ.knows(foundingCiv) ->
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civ.addNotification("An unknown civilization has liberated [$foundingCiv]", NotificationCategory.Diplomacy, NotificationIcon.Diplomacy, foundingCiv.civName)
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civ.addNotification("[An unknown civilization] has liberated [$foundingCiv]", NotificationCategory.Diplomacy, NotificationIcon.Diplomacy, foundingCiv.civName)
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else -> continue
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}
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}
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@ -61,7 +61,7 @@ enum class Demand(
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refuseDemandText = "We shall do as we please.",
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agreedToDemandText = "[civName] agreed to stop spreading religion to us!",
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refusedDemandText = "[civName] refused to stop spreading religion to us!",
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violationNoticedText = "We noticed you have continued spreading your faith, despite your promise. This will have....consequences.",
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violationNoticedText = "We noticed you have continued spreading your religion to us, despite your promise. This will have....consequences.",
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wePromisedText = "We promised not to spread religion to them ([turns] turns remaining)",
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theyPromisedText = "They promised not to spread religion to us ([turns] turns remaining)",
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),
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@ -306,7 +306,7 @@ class PolicyManager : IsPartOfGameInfoSerialization {
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val defaultNotificationText = if (civ.getKnownCivs().contains(civInfo)) {
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"[${civInfo.civName}] has adopted the [${policy.name}] policy"
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} else {
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"An unknown civilization has adopted the [${policy.name}] policy"
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"[An unknown civilization] has adopted the [${policy.name}] policy"
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}
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civ.addNotification(
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"{${defaultNotificationText}} {${extraNotificationText}}",
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@ -884,7 +884,7 @@ object UniqueTriggerActivation {
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// We don't tell which civilization entered the new era, as that is done in the notification directly above this one
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spy.addNotification("We have recruited [${spy.name}] as a spy!")
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else
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spy.addNotification("After an unknown civilization entered the [$currentEra], we have recruited [${spy.name}] as a spy!")
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spy.addNotification("After [an unknown civilization] entered the [$currentEra], we have recruited [${spy.name}] as a spy!")
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}
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}
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true
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@ -339,7 +339,7 @@ class DiplomacyScreen(
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messageLines += if (viewingCiv.knows(civ)) {
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"[${civ.civName}] will also join them in the war"
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} else {
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"An unknown civilization will also join them in the war"
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"[An unknown civilization] will also join them in the war"
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}
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}
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