This commit is contained in:
2025-12-15 12:02:05 +08:00
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<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<!-- Automatic Launch Related -->
<LaunchAircraft>Acquire Aircraft</LaunchAircraft>
<LaunchAircraftDesc>Acquire corresponding aircraft</LaunchAircraftDesc>
<ToggleAutoLaunch>Enable Auto-Launch</ToggleAutoLaunch>
<ToggleAutoLaunchDesc>Enable automatic aircraft launch function</ToggleAutoLaunchDesc>
<CancelAutoLaunch>Cancel Auto-Launch</CancelAutoLaunch>
<CancelAutoLaunchDesc>Cancel scheduled automatic launch</CancelAutoLaunchDesc>
<!-- Status Messages -->
<AircraftStatusLaunched>Status: Launched</AircraftStatusLaunched>
<AutoLaunchScheduled>Auto-launch: in {0} seconds</AutoLaunchScheduled>
<AutoLaunchReady>Auto-launch: Ready</AutoLaunchReady>
<!-- Event Messages -->
<AircraftAutoLaunchScheduled>Aircraft auto-launch scheduled: {0} will launch in {1} seconds</AircraftAutoLaunchScheduled>
<AircraftAutoLaunchThreatDetected>Threat {0} detected, scheduling aircraft auto-launch</AircraftAutoLaunchThreatDetected>
<AircraftAutoLaunchManhunterDetected>Manhunter animals {0} detected, scheduling aircraft auto-launch</AircraftAutoLaunchManhunterDetected>
<AutoLaunchCancelled>Auto-launch cancelled</AutoLaunchCancelled>
<!-- Original translations remain unchanged -->
<AircraftLaunched>{0} {1} acquired</AircraftLaunched>
<HangarDamaged>Hangar damaged</HangarDamaged>
<!-- Mouse Overlay Text -->
<AvailableAircraft>{0}: {1}</AvailableAircraft>
<CooldownAircraft>On cooldown: {0}</CooldownAircraft>
<CostPerUse>Cost: {0}</CostPerUse>
<!-- Tooltip Text -->
<AircraftStatusTooltip>Aircraft status:</AircraftStatusTooltip>
<TotalAircraft>Total: {0}</TotalAircraft>
<ReadyAircraft>Ready to deploy: {0}</ReadyAircraft>
<CooldownAircraft>On cooldown: {0}</CooldownAircraft>
<AircraftCost>Cost per use: {0}</AircraftCost>
<!-- Existing keys... -->
<!-- New Aircraft Cooldown Time Keys -->
<AircraftCooldownTime>Cooldown: {0} hours</AircraftCooldownTime>
<AircraftAbilityDescription>\nThis ability requires {0} to deploy\nEach use occupies {1} {0}\nCooldown: {2} hours</AircraftAbilityDescription>
<!-- Miscellaneous -->
<UnknownFaction>Unknown Faction</UnknownFaction>
<!-- Aircraft Hangar Gizmo Text -->
<LaunchAircraft>Aircraft Takeoff</LaunchAircraft>
<LaunchAircraftDesc>Command aircraft to take off. Launched aircraft will never land; to use them, you need the command of Mechanical Wula.</LaunchAircraftDesc>
<HangarDamaged>Aircraft Damaged</HangarDamaged>
<!-- Aircraft Hangar Messages -->
<AircraftLaunched>Aircraft launched: {0} {1}</AircraftLaunched>
<AircraftManagerNotFound>Aircraft manager not found!</AircraftManagerNotFound>
<!-- Takeoff Effect Messages -->
<TakeoffEffectMapNull>Cannot create takeoff effect: parent map is null</TakeoffEffectMapNull>
<TakeoffSkyfallerCreated>Created takeoff skyfaller at {0}, carrying 1 unit of Chemfuel</TakeoffSkyfallerCreated>
<TakeoffEffectError>Error creating takeoff effect: {0}</TakeoffEffectError>
<!-- Aircraft Manager Error Messages -->
<AddAircraftNullFaction>Attempted to add aircraft to null faction</AddAircraftNullFaction>
<!-- Aircraft Status Messages -->
<AircraftCooldownEnded>{0} is ready for another strike</AircraftCooldownEnded>
<NoAircraftStatus>No aircraft available</NoAircraftStatus>
<AircraftStatusLine>{0}: {1}/{2} (Cooldown: {3})</AircraftStatusLine>
<WULA_DestroyFlyOver>Airspace cleared, fleet on the flight path is returning to high orbit</WULA_DestroyFlyOver>
<!-- Aircraft Strike Ability -->
<WULA_AircraftManagerNotFound>Aircraft manager not found</WULA_AircraftManagerNotFound>
<WULA_AircraftStrikeInitiated>{0} airstrike initiated</WULA_AircraftStrikeInitiated>
<WULA_AircraftStrikeSuccess>Used {0} {1} for airstrike</WULA_AircraftStrikeSuccess>
<WULA_NoAvailableAircraft>No available {0}</WULA_NoAvailableAircraft>
<WULA_AircraftStrikeFailed>Cannot use {0} for faction {1}</WULA_AircraftStrikeFailed>
<WULA_UnknownFaction>Unknown faction</WULA_UnknownFaction>
<WULA_AircraftSystemNotReady>Aircraft system not ready</WULA_AircraftSystemNotReady>
<WULA_NoAvailableAircraftType>No available {0}</WULA_NoAvailableAircraftType>
<WULA_AircraftInsufficient>Insufficient {0} ({1}/{2})</WULA_AircraftInsufficient>
<WULA_AircraftOnCooldown>{0} is on cooldown</WULA_AircraftOnCooldown>
<WULA_AvailableAircraft>Available aircraft: {0}</WULA_AvailableAircraft>
<WULA_CooldownAircraft>On cooldown: {0}</WULA_CooldownAircraft>
<WULA_CostPerUse>Cost per use: {0}</WULA_CostPerUse>
<WULA_NoAircraftForStrike>No aircraft available for airstrike</WULA_NoAircraftForStrike>
<WULA_AircraftStatus>Aircraft status:</WULA_AircraftStatus>
<WULA_TotalAircraft>• Total: {0}</WULA_TotalAircraft>
<WULA_ReadyAircraft>• Available: {0}</WULA_ReadyAircraft>
<WULA_CooldownAircraftCount>• On cooldown: {0}</WULA_CooldownAircraftCount>
<WULA_AircraftRequirement>Requires {0} x{1}</WULA_AircraftRequirement>
<WULA_CooldownTime>Cooldown time: {0} hours</WULA_CooldownTime>
</LanguageData>

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<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<!-- CompAutoMechCarrier -->
<MechCarrierDesc_Free>Command this unit to spawn {0} {1}. This action consumes no resources.</MechCarrierDesc_Free>
<WULA_AutoSpawn_Label>Auto Production</WULA_AutoSpawn_Label>
<WULA_AutoSpawn_Desc>Toggles automatic unit production. When enabled, units will be automatically produced when resources and cooldown allow, maintaining the queue limit.</WULA_AutoSpawn_Desc>
<WULA_AutoSpawn_On_Reason>Auto production enabled. Click again to disable.</WULA_AutoSpawn_On_Reason>
<!-- Work Mode Related -->
<WULA_Mech_WorkMode>Behavior Mode: {0}</WULA_Mech_WorkMode>
<WULA_Switch_Mech_WorkMode>Modify autonomous mech's behavior mode</WULA_Switch_Mech_WorkMode>
<WULA_WorkMode_Work>Work</WULA_WorkMode_Work>
<WULA_WorkMode_Recharge>Recharge</WULA_WorkMode_Recharge>
<WULA_WorkMode_Shutdown>Shutdown</WULA_WorkMode_Shutdown>
<WULA_WorkMode_Unknown>Unknown</WULA_WorkMode_Unknown>
<WULA_WorkMode_Work_Desc>Work Mode - Performs work according to unit settings</WULA_WorkMode_Work_Desc>
<WULA_WorkMode_Recharge_Desc>Recharge Mode - Recharges then enters hibernation</WULA_WorkMode_Recharge_Desc>
<WULA_WorkMode_Shutdown_Desc>Shutdown Mode - Immediately shuts down, charges at a very slow rate in this state</WULA_WorkMode_Shutdown_Desc>
<!-- Status Display -->
<WULA_Autonomous_Drafted>Autonomous Operation</WULA_Autonomous_Drafted>
<WULA_Autonomous_Mode>Autonomous Mode: {0}</WULA_Autonomous_Mode>
<!-- Energy Information -->
<WULA_EnergyInfo>({0})</WULA_EnergyInfo>
<WULA_EnergyInfoShort>({0})</WULA_EnergyInfoShort>
<WULA_CurrentEnergy>Current Energy: {0}</WULA_CurrentEnergy>
<WULA_EnergyLow>(Low Energy)</WULA_EnergyLow>
<WULA_EnergyCritical>(Critical Energy!)</WULA_EnergyCritical>
<!-- Message Prompts -->
<WULA_LowEnergySwitchToRecharge>{0} energy low, switching to recharge mode</WULA_LowEnergySwitchToRecharge>
<WULA_FullyChargedSwitchToWork>{0} fully charged, returning to work mode</WULA_FullyChargedSwitchToWork>
<WULA_CriticalEnergyLevels>{0} energy critical!</WULA_CriticalEnergyLevels>
<WULA_SwitchedToMode>{0} switched to {1} mode</WULA_SwitchedToMode>
<WULA_Autonomous_Mode>Draft Autonomous Mechs</WULA_Autonomous_Mode>
<WULA_Autonomous_Mode_Desc>Command autonomous mechs into drafted state</WULA_Autonomous_Mode_Desc>
<WULA_NanoRepair_Active>Nano Repair System: Repairing</WULA_NanoRepair_Active>
<WULA_NanoRepair_Inactive>Nano Repair System: Standby</WULA_NanoRepair_Inactive>
<WULA_CurrentEnergy>Current Energy: {0}</WULA_CurrentEnergy>
<WULA_NoEnergyNeed>No energy requirement</WULA_NoEnergyNeed>
<WULA_DamageDetected>Damage detected</WULA_DamageDetected>
<WULA_NoDamage>No damage</WULA_NoDamage>
<WULA_RepairCooldown>Repair cooldown: {0} seconds</WULA_RepairCooldown>
<!-- Chinese -->
<WULA_NanoRepair_Disable>Disable Nano Repair</WULA_NanoRepair_Disable>
<WULA_NanoRepair_DisableDesc>Turn off nano repair system to save energy</WULA_NanoRepair_DisableDesc>
<WULA_NanoRepair_Enable>Enable Nano Repair</WULA_NanoRepair_Enable>
<WULA_NanoRepair_EnableDesc>Turn on nano repair system to automatically repair damage</WULA_NanoRepair_EnableDesc>
<WULA_NanoRepair_EnabledMsg>{0}'s nano repair system enabled</WULA_NanoRepair_EnabledMsg>
<WULA_NanoRepair_DisabledMsg>{0}'s nano repair system disabled</WULA_NanoRepair_DisabledMsg>
<WULA_NanoRepair_Disabled>Nano Repair: Disabled</WULA_NanoRepair_Disabled>
<!-- FlyOver Related Translations -->
<WULA_Flyover_BaseBuilder>Air-droppable Buildings</WULA_Flyover_BaseBuilder>
<WULA_NoRequiredFlyOver>Requires {0} over colony to air-drop buildings</WULA_NoRequiredFlyOver>
<WULA_RequiresFlyOver>Requires {0} over colony to air-drop buildings</WULA_RequiresFlyOver>
<WULA_MissingFlyOver>Requires {0} over colony to air-drop buildings</WULA_MissingFlyOver>
<!-- Roof Related Translations -->
<WULA_ThickRoofBlocking>Thick rock roof blocking air-drop</WULA_ThickRoofBlocking>
<WULA_RoofBlocking>Roof blocking air-drop</WULA_RoofBlocking>
<WULA_ThickRoofBlockingDesc>Thick rock roof at drop location prevents air-drop</WULA_ThickRoofBlockingDesc>
<WULA_RoofBlockingDesc>Roof at drop location prevents air-drop</WULA_RoofBlockingDesc>
<WULA_BlockedByThickRoof>Blocked by thick rock roof</WULA_BlockedByThickRoof>
<WULA_BlockedByRoof>Blocked by roof</WULA_BlockedByRoof>
<!-- Building Air-drop Related Translations -->
<WULA_NoBuildingDropperFlyOver>Requires warship with building drop facilities deployed in colony orbit for air-drop</WULA_NoBuildingDropperFlyOver>
<WULA_RequiresBuildingDropperFlyOver>Requires warship with building drop facilities deployed in colony orbit for air-drop</WULA_RequiresBuildingDropperFlyOver>
<WULA_MissingBuildingDropperFlyOver>No warship with building drop facilities deployed in colony orbit</WULA_MissingBuildingDropperFlyOver>
<!-- Message Translations -->
<WULA_BuildingIncomingFromGlobal>Building called from global storage will arrive in {0}</WULA_BuildingIncomingFromGlobal>
<WULA_BuildingIncoming>Called building will arrive in {0}</WULA_BuildingIncoming>
<WULA_MissingResearch>Research required: {0}</WULA_MissingResearch>
<WULA_NoBuildingDropperFlyOver>Requires building drop aircraft in area</WULA_NoBuildingDropperFlyOver>
<!-- Roof Blocking Messages -->
<WULA_RoofBlocking_thick>Heavy roof blocks building drop</WULA_RoofBlocking_thick>
<WULA_RoofBlocking_thin>Roof blocks building drop</WULA_RoofBlocking_thin>
<!-- Command Buttons -->
<WULA_CancelBuilding>Cancel Building Call</WULA_CancelBuilding>
<WULA_CancelBuildingDesc>Cancel ongoing building drop call</WULA_CancelBuildingDesc>
<WULA_TeleportBuilding>Teleport Building</WULA_TeleportBuilding>
<WULA_TeleportBuildingDesc>Use Wula Empire's teleportation network to teleport {0} to designated location—alternative to air-drop buildings, can complete construction under thick rock roofs with faster response.</WULA_TeleportBuildingDesc>
<WULA_NonPlayerCannotCall>Non-player factions cannot manually call buildings</WULA_NonPlayerCannotCall>
<WULA_RequiresResearch>Research required: {0}</WULA_RequiresResearch>
<WULA_AutoBuildingArrivingIn>Auto-building will arrive in {0}</WULA_AutoBuildingArrivingIn>
<WULA_BuildingArrivingInFromGlobal>Building called from global storage will arrive in {0}</WULA_BuildingArrivingInFromGlobal>
<WULA_BuildingArrivingIn>Building will arrive in {0}</WULA_BuildingArrivingIn>
<WULA_AutoBuildingReady>Auto-building ready</WULA_AutoBuildingReady>
<WULA_ReadyToCallBuilding>Ready to call {0}</WULA_ReadyToCallBuilding>
<!-- New Air-drop Resource Source Related Translations -->
<WULA_ReadyToCallSkyfaller>Ready to call air-drop building</WULA_ReadyToCallSkyfaller>
<WULA_CallSkyfaller>Call Air-drop Building</WULA_CallSkyfaller>
<WULA_CallSkyfallerDesc>Call corresponding building air-drop from Wula Empire fleet to this location. Air-drop buildings consume resources equal to their construction cost.</WULA_CallSkyfallerDesc>
<WULA_SkyfallerIncomingFromGlobal>Air-drop building in transit, arriving in {0}. Due to insufficient local resources, this air-drop consumed stored resources from Wula Empire fleet.</WULA_SkyfallerIncomingFromGlobal>
<WULA_SkyfallerIncoming>Air-drop building in transit, arriving in {0}.</WULA_SkyfallerIncoming>
<WULA_SkyfallerArrivingInFromGlobal>Air-drop building will arrive in {0}, due to insufficient local resources, consumed stored resources from Wula Empire fleet.</WULA_SkyfallerArrivingInFromGlobal>
<WULA_SkyfallerArrivingIn>Air-drop building will arrive in {0}</WULA_SkyfallerArrivingIn>
<WULA_ResourcePriorityInfo>Prioritized from within range of &lt;color=#6BB7B7>&lt;i>Wula Orbital Delivery Beacon&lt;/i>&lt;/color>. If insufficient resources, consume stored resources from Wula Empire fleet.</WULA_ResourcePriorityInfo>
<!-- CompSkyfallerCaller new keys -->
<WULA_RequiredMaterials>Required materials:</WULA_RequiredMaterials>
<WULA_InsufficientMaterials>Insufficient materials within range of &lt;color=#6BB7B7>&lt;i>Wula Orbital Delivery Beacon&lt;/i>&lt;/color>. You need to build Wula Orbital Delivery Beacon and place enough materials within its signal range; these materials will be automatically submitted to Empire fleet during construction.\n\nAdditionally, resources stored on Wula Empire fleet will also be considered.</WULA_InsufficientMaterials>
<!-- Cancel Skyfaller -->
<WULA_CancelSkyfaller>Cancel Call</WULA_CancelSkyfaller>
<WULA_CancelSkyfallerDesc>Abort ongoing air-drop call.</WULA_CancelSkyfallerDesc>
<WULA_SkyfallerCallCancelled>Air-drop call cancelled.</WULA_SkyfallerCallCancelled>
<!-- Maintenance Pod Status -->
<WULA_MaintenancePod_Status>Maintenance Pod Status</WULA_MaintenancePod_Status>
<WULA_MaintenancePod_State_Idle>Idle</WULA_MaintenancePod_State_Idle>
<WULA_MaintenancePod_State_Running>Running</WULA_MaintenancePod_State_Running>
<!-- Maintenance Pod Interaction -->
<WULA_MaintenancePod_Enter>Enter Maintenance Pod</WULA_MaintenancePod_Enter>
<WULA_MaintenancePod_EnterDesc>Select synth needing maintenance</WULA_MaintenancePod_EnterDesc>
<WULA_MaintenancePod_CancelDesc>Cancel current maintenance cycle</WULA_MaintenancePod_CancelDesc>
<WULA_MaintenancePod_NoOneNeeds>No synths need maintenance</WULA_MaintenancePod_NoOneNeeds>
<WULA_MaintenancePod_NotEnoughComponents>Requires {0} components</WULA_MaintenancePod_NotEnoughComponents>
<!-- Maintenance Effect Messages -->
<WULA_MaintenanceLevel>Maintenance Level</WULA_MaintenanceLevel>
<WULA_MaintenanceCycleStarted>{0} started maintenance cycle</WULA_MaintenanceCycleStarted>
<WULA_MaintenanceCycleComplete>{0} maintenance completed</WULA_MaintenanceCycleComplete>
<WULA_MaintenanceHealedInjuries>Repaired {0}'s {1} injuries</WULA_MaintenanceHealedInjuries>
<WULA_MaintenanceHealedParts>Repaired {0}'s missing parts</WULA_MaintenanceHealedParts>
<WULA_MaintenanceCanceled>Maintenance cancelled</WULA_MaintenanceCanceled>
<WULA_NoHaulerAvailable>No available hauler</WULA_NoHaulerAvailable>
<WULA_NoMaintenanceNeed>No maintenance need</WULA_NoMaintenanceNeed>
<!-- Maintenance Requirement Related -->
<WULA_MaintenanceNeed>Maintenance Need</WULA_MaintenanceNeed>
<WULA_MaintenanceStatus>Status: {0} (Last maintenance: {1} days ago)</WULA_MaintenanceStatus>
<WULA_DegradationRate>Degradation rate: {0}/day</WULA_DegradationRate>
<WULA_MaintenanceCompleted>{0}'s maintenance completed</WULA_MaintenanceCompleted>
<!-- Maintenance Status -->
<WULA_Operational>Operational</WULA_Operational>
<WULA_MinorBreakdown>Minor Breakdown</WULA_MinorBreakdown>
<WULA_MajorBreakdown>Major Breakdown</WULA_MajorBreakdown>
<WULA_CriticalFailure>Critical Failure</WULA_CriticalFailure>
<WULA_OperationalDesc>Synth operating at optimal condition</WULA_OperationalDesc>
<WULA_MinorBreakdownDesc>Synth has minor malfunctions, reduced work efficiency</WULA_MinorBreakdownDesc>
<WULA_MajorBreakdownDesc>Synth has major malfunctions, requires immediate maintenance</WULA_MajorBreakdownDesc>
<WULA_CriticalFailureDesc>Synth completely failed, cannot work</WULA_CriticalFailureDesc>
<!-- Work Related -->
<WULA_SynthMaintenance>Synth Maintenance</WULA_SynthMaintenance>
<WULA_DoMaintenance>Perform Maintenance</WULA_DoMaintenance>
<!-- Damage Related Translations -->
<WULA_DamageAffectsMaintenance>Damage affects maintenance level ({0}/point damage)</WULA_DamageAffectsMaintenance>
<WULA_DamagePenalty>Damage Penalty</WULA_DamagePenalty>
<WULA_RecentDamageEvents>Recent Damage Events</WULA_RecentDamageEvents>
<WULA_MaintenanceCompletedWithDamage>{0} maintenance completed (repaired {1} damage)</WULA_MaintenanceCompletedWithDamage>
<WULA_MaintenanceRepairedDamage>Repaired {0} structural damage</WULA_MaintenanceRepairedDamage>
<WULA_DaysSinceMaintenance>Days since maintenance</WULA_DaysSinceMaintenance>
<WULA_ChooseStuff>Material</WULA_ChooseStuff>
<WULA_ChooseStuffTooltip>Select material for this weapon</WULA_ChooseStuffTooltip>
<WULA_CurrentStuff>Current material: {0}</WULA_CurrentStuff>
<WULA_NoStuffAvailable>No materials available</WULA_NoStuffAvailable>
<WULA_StuffSelected>Selected {0} as material</WULA_StuffSelected>
<WULA_StuffAutoSelected>Auto-selected {0} as material</WULA_StuffAutoSelected>
<WULA_AutoSelectStuff>Auto-select (most abundant)</WULA_AutoSelectStuff>
<WULA_ClearStuffSelection>Clear Selection</WULA_ClearStuffSelection>
<WULA_StuffSelectionCleared>Material selection cleared</WULA_StuffSelectionCleared>
<WULA_CannotChangeStuffAfterStart>Cannot change material after production starts</WULA_CannotChangeStuffAfterStart>
<WULA_RecipeDoesNotSupportStuff>This weapon doesn't support material selection</WULA_RecipeDoesNotSupportStuff>
<WULA_NoStuffSelected>No material selected</WULA_NoStuffSelected>
<!-- Distinguish fixed consumption and material consumption -->
<WULA_FixedIngredients>Fixed Ingredients</WULA_FixedIngredients>
<WULA_StuffMaterial>Material</WULA_StuffMaterial>
<!-- Material Property Related -->
<WULA_Commonality>Commonality</WULA_Commonality>
<WULA_Adjective>Adjective</WULA_Adjective>
<!-- Added to language file -->
<WULA_Equipment>Equipment</WULA_Equipment>
<WULA_Weapon>Weapon</WULA_Weapon>
<WULA_Mechanoid>Mechanoid</WULA_Mechanoid>
<WULA_SelectCategoryFirst>Please select category first</WULA_SelectCategoryFirst>
<!-- Nano Repair Stat Related Translations -->
<WULA_NanoRepairCostPerHP>Nano Repair Energy Cost per HP</WULA_NanoRepairCostPerHP>
<WULA_NanoRepairCostPerHP_Desc>Energy consumed by nano repair system per hit point repaired. Lower values mean lower repair cost.</WULA_NanoRepairCostPerHP_Desc>
<WULA_NanoRepairCooldownAfterDamage>Nano Repair Cooldown After Damage</WULA_NanoRepairCooldownAfterDamage>
<WULA_NanoRepairCooldownAfterDamage_Desc>Cooldown time for nano repair system after taking damage. Lower values mean faster system response.</WULA_NanoRepairCooldownAfterDamage_Desc>
<!-- Nano Repair Stat Explanation Text -->
<WULA_NanoRepair_Properties>Nano Repair System Properties:</WULA_NanoRepair_Properties>
<WULA_NanoRepair_CostPerHP_Line>\n• Energy cost per HP repaired: {0}</WULA_NanoRepair_CostPerHP_Line>
<WULA_NanoRepair_MinEnergyThreshold_Line>\n• Minimum activation energy threshold: {0}</WULA_NanoRepair_MinEnergyThreshold_Line>
<WULA_NanoRepair_CooldownAfterDamage_Line>\n• Cooldown after damage: {1} seconds</WULA_NanoRepair_CooldownAfterDamage_Line>
<WULA_NanoRepair_SystemStatus_Line>\n• System status: {0}</WULA_NanoRepair_SystemStatus_Line>
<WULA_NanoRepair_SystemStatus_Enabled>Enabled</WULA_NanoRepair_SystemStatus_Enabled>
<WULA_NanoRepair_SystemStatus_Disabled>Disabled</WULA_NanoRepair_SystemStatus_Disabled>
<WULA_RepairCostPerHP>Energy cost per HP repaired: {0}</WULA_RepairCostPerHP>
<!-- Maintenance System Stat Explanation -->
<WULA_Maintenance_Properties>Maintenance System Properties:</WULA_Maintenance_Properties>
<WULA_Maintenance_DegradationFactor_Explanation>\n• Pre-threshold degradation rate: {0}/day\n• Post-threshold degradation rate: {1}/day\n• Threshold days: {2} days</WULA_Maintenance_DegradationFactor_Explanation>
<WULA_Maintenance_StatusThresholdFactor_Explanation>\n• Minor breakdown threshold: {0}\n• Major breakdown threshold: {1}\n• Critical failure threshold: {2}</WULA_Maintenance_StatusThresholdFactor_Explanation>
<WULA_Maintenance_DamageToMaintenanceFactor_Explanation>\n• Maintenance damage: {0}/point damage</WULA_Maintenance_DamageToMaintenanceFactor_Explanation>
<WULA_Maintenance_MinorBreakdownThreshold_Explanation>\n• Minor breakdown threshold: {0}</WULA_Maintenance_MinorBreakdownThreshold_Explanation>
<WULA_Maintenance_MajorBreakdownThreshold_Explanation>\n• Major breakdown threshold: {0}</WULA_Maintenance_MajorBreakdownThreshold_Explanation>
<WULA_Maintenance_CriticalFailureThreshold_Explanation>\n• Critical failure threshold: {0}</WULA_Maintenance_CriticalFailureThreshold_Explanation>
<!-- StatWorker_Energy -->
<WULA_Energy_Properties>Energy System Properties:</WULA_Energy_Properties>
<WULA_Energy_MaxLevelOffset_PawnExplanation>Wula Energy Max Level Offset: Affects this individual's maximum energy storage.</WULA_Energy_MaxLevelOffset_PawnExplanation>
<WULA_Energy_FallRateFactor_PawnExplanation>Wula Energy Consumption Rate: Affects this individual's energy consumption rate.</WULA_Energy_FallRateFactor_PawnExplanation>
<WULA_Energy_RaceProperties>Race Energy Properties:</WULA_Energy_RaceProperties>
<WULA_Energy_MaxLevelOffset_RaceExplanation>Wula Energy Max Level Offset: Affects this race's maximum energy storage.</WULA_Energy_MaxLevelOffset_RaceExplanation>
<WULA_Energy_FallRateFactor_RaceExplanation>Wula Energy Consumption Rate: Affects this race's energy consumption rate.</WULA_Energy_FallRateFactor_RaceExplanation>
<!-- Default Labels and Descriptions -->
<WULA_SwitchableHediff_SwitchLabel>Switch Effect</WULA_SwitchableHediff_SwitchLabel>
<WULA_SwitchableHediff_SwitchDesc>Click to open menu and select different effect modes</WULA_SwitchableHediff_SwitchDesc>
<WULA_SwitchableHediff_StatusLabel>Current effect: {0}</WULA_SwitchableHediff_StatusLabel>
<WULA_SwitchableHediff_StatusDesc>Click to view current effect details</WULA_SwitchableHediff_StatusDesc>
<!-- Dynamic Content -->
<WULA_SwitchableHediff_CurrentMode>Current: {0}</WULA_SwitchableHediff_CurrentMode>
<WULA_SwitchableHediff_CurrentDesc>{0}</WULA_SwitchableHediff_CurrentDesc>
<WULA_SwitchableHediff_SwitchedTo>Switched to: {0}</WULA_SwitchableHediff_SwitchedTo>
<WULA_SwitchableHediff_SelectMode>Select Effect Mode</WULA_SwitchableHediff_SelectMode>
<WULA_SwitchableHediff_CurrentModeInfo>Current effect: {0}\n\n{1}</WULA_SwitchableHediff_CurrentModeInfo>
<WULA_SwitchableHediff_CurrentEffect>Current effect: {0}</WULA_SwitchableHediff_CurrentEffect>
<!-- General Terminology -->
<WULA_Unknown>Unknown</WULA_Unknown>
<WULA_None>None</WULA_None>
<WULA_NoDescription>No description available</WULA_NoDescription>
<WULA_CurrentExperience>Current experience: {0}</WULA_CurrentExperience>
<WULA_CurrentExperienceStat>Current Experience</WULA_CurrentExperienceStat>
<WULA_CurrentExperienceDesc>Total experience accumulated by this weapon</WULA_CurrentExperienceDesc>
<WULA_NextQualityProgress>Next quality: {0} ({1})</WULA_NextQualityProgress>
<WULA_NextQuality>Next Quality</WULA_NextQuality>
<WULA_NextQualityDesc>Unlocks at {0} experience</WULA_NextQualityDesc>
<WULA_CurrentQuality>Current Quality</WULA_CurrentQuality>
<WULA_CurrentQualityDesc>Current quality level of this weapon</WULA_CurrentQualityDesc>
<WULA_MaxQuality>Reached maximum quality: {0}</WULA_MaxQuality>
<WULA_TrackedSkill>Skill tracked for autonomous core experience: {0}</WULA_TrackedSkill>
<WULA_WeaponUpgraded>{0} upgraded to {1} quality!</WULA_WeaponUpgraded>
<!-- Optional Upgrade Messages -->
<WULA_WeaponEvolving>{0}'s autonomous core is evolving with its user's gained experience, improving weapon quality</WULA_WeaponEvolving>
<WULA_WeaponMastering>{0}'s autonomous core experience has reached maximum level!</WULA_WeaponMastering>
<!-- Chinese Translation -->
<WULA_EjectDataPack>Eject Data Pack</WULA_EjectDataPack>
<WULA_EjectDataPackDesc>Extract data contained in autonomous core as data pack absorbable by other weapons' autonomous cores. Weapon resets to initial state.</WULA_EjectDataPackDesc>
<WULA_AbsorbDataPack>Absorb Data Pack</WULA_AbsorbDataPack>
<WULA_AbsorbDataPackDesc>Autonomous core will absorb experience from nearby data packs to improve this weapon's quality.</WULA_AbsorbDataPackDesc>
<WULA_DataPackExperience>Stored experience: {0} (from {1})</WULA_DataPackExperience>
<WULA_DataPackEjected>Experience core ejected, containing {0} experience</WULA_DataPackEjected>
<WULA_DataPackAbsorbed>Absorbed {0} experience from data pack</WULA_DataPackAbsorbed>
<WULA_NoDataPackDef>No data pack definition configured</WULA_NoDataPackDef>
<WULA_NoExperienceToEject>No data to eject</WULA_NoExperienceToEject>
<WULA_NoDataPackNearby>No compatible data packs found nearby</WULA_NoDataPackNearby>
<WULA_DataPackEmpty>Data pack contains no experience</WULA_DataPackEmpty>
<WULA_DataPackCompMissing>Data pack component missing</WULA_DataPackCompMissing>
<WULA_OverflowExperience>Overflow experience: {0}</WULA_OverflowExperience>
<WULA_OverflowExperienceStat>Overflow Experience</WULA_OverflowExperienceStat>
<WULA_OverflowExperienceDesc>Stored experience exceeding maximum quality threshold</WULA_OverflowExperienceDesc>
<WULA_OverflowStored>Excess experience stored</WULA_OverflowStored>
<WULA_DataPackPartiallyAbsorbed>Absorbed {0} experience, {1} converted to overflow data pack</WULA_DataPackPartiallyAbsorbed>
<WULA_DataPackOverflowOnly>All {0} experience converted to overflow data pack (max quality reached)</WULA_DataPackOverflowOnly>
<WULA_ResearchRequired>Using this ability requires research tech {0}</WULA_ResearchRequired>
<!-- Bombardment Ability Related Translations -->
<SelectBombardmentStart>Select Bombardment Start Point</SelectBombardmentStart>
<SelectBombardmentDirection>Select Bombardment Direction</SelectBombardmentDirection>
<CannotBombardInvalidLocation>Cannot bombard at this location</CannotBombardInvalidLocation>
<BombardmentInProgress>Bombardment in progress</BombardmentInProgress>
<BombardmentCompleted>Bombardment completed</BombardmentCompleted>
<WULA_GlobalFlyOverCooldown.CannotUseOutsideMap>Cannot use outside map</WULA_GlobalFlyOverCooldown.CannotUseOutsideMap>
<WULA_GlobalFlyOverCooldown.NoAvailableFacilities>No available weapon arrays on orbiting warships (total {0}, all on cooldown)</WULA_GlobalFlyOverCooldown.NoAvailableFacilities>
<WULA_GlobalFlyOverCooldown.FacilityStatus>Weapon arrays: {0} ready, {1} on cooldown</WULA_GlobalFlyOverCooldown.FacilityStatus>
<WULA_GlobalFlyOverCooldown.FacilityStatusError>Facility status error</WULA_GlobalFlyOverCooldown.FacilityStatusError>
<WULA_GlobalFlyOverCooldown.FacilityStatusDetailed>Weapon arrays: {0} ready, {1} on cooldown</WULA_GlobalFlyOverCooldown.FacilityStatusDetailed>
<WULA_GlobalFlyOverCooldown.CooldownTime>Cooldown time for weapon arrays after using this support: {0}</WULA_GlobalFlyOverCooldown.CooldownTime>
<WULA_GlobalFlyOverCooldown.NoAvailableFacilitiesSimple>No available weapon arrays</WULA_GlobalFlyOverCooldown.NoAvailableFacilitiesSimple>
<!-- FlyOverCooldown Translations -->
<WULA_FlyOverCooldown.Ready>Ready</WULA_FlyOverCooldown.Ready>
<WULA_FlyOverCooldown.CooldownRemaining>Cooldown: {0}</WULA_FlyOverCooldown.CooldownRemaining>
<WULA_FlyOverCooldown.BombardmentFacilityStatus>Weapon arrays: {0}</WULA_FlyOverCooldown.BombardmentFacilityStatus>
<WULA_FlyOverCooldown.BombardmentFacilityReady>Weapon arrays: Ready</WULA_FlyOverCooldown.BombardmentFacilityReady>
<SkyfallerPawnLanded>War machine deployed</SkyfallerPawnLanded>
<DisappearWithEffect_TimeRemaining>Time remaining: {0}</DisappearWithEffect_TimeRemaining>
<WULA_TaxCollection.Waiting>Collection: Waiting for activation...</WULA_TaxCollection.Waiting>
<WULA_TaxCollection.Status>Resources required for submission to Wula Empire Fleet: {0} {1} {2}</WULA_TaxCollection.Status>
<WULA_TaxCollection.Status.Succeeded>- Completed</WULA_TaxCollection.Status.Succeeded>
<WULA_TaxCollection.Status.Failed>- Overdue</WULA_TaxCollection.Status.Failed>
<!-- Area Shield Gizmo Text -->
<ShieldOfflineByMoving>Inactive - Moving</ShieldOfflineByMoving>
<ToggleAreaDamage>Toggle Area Damage</ToggleAreaDamage>
<ToggleAreaDamageDesc>Enable or disable area damage effect</ToggleAreaDamageDesc>
<AreaDamageEnabled>Area Damage: Enabled</AreaDamageEnabled>
<AreaDamageDisabled>Area Damage: Disabled</AreaDamageDisabled>
<WULA_SwitchWeapon>Switch Weapon</WULA_SwitchWeapon>
<WULA_SwitchWeapon_Desc>Drop current weapon and equip this unit's initial weapon</WULA_SwitchWeapon_Desc>
<WULA_WeaponSwitched>{0} switched weapon to {1}</WULA_WeaponSwitched>
<WULA_NoWeaponAvailable>{0} has no available weapon types</WULA_NoWeaponAvailable>
<WULA_HideAreaShieldLabel>Hide Area Reflector Shield</WULA_HideAreaShieldLabel>
<WULA_ShowAreaShieldLabel>Show Area Reflector Shield</WULA_ShowAreaShieldLabel>
<WULA_HideAreaShieldDesc>Hide this unit's area reflector shield. This doesn't affect actual functionality, only visual effect.</WULA_HideAreaShieldDesc>
<WULA_ShowAreaShieldDesc>Show this unit's area reflector shield. This doesn't affect actual functionality, only visual effect.</WULA_ShowAreaShieldDesc>
<!-- Building_MechanoidRecycler.cs -->
<WULA_RecyclerFull>Bunker full.</WULA_RecyclerFull>
<WULA_MechRecycled>Recycled {0}. (Current: {1}/{2})</WULA_MechRecycled>
<WULA_NoMechsToConvert>No Wula cats to convert.</WULA_NoMechsToConvert>
<WULA_NotEnoughMechs>Insufficient Wula cats in bunker.</WULA_NotEnoughMechs>
<WULA_ConvertingMechs>Converting {0} Wula cats in bunker to {1}.</WULA_ConvertingMechs>
<WULA_RecycleNearbyMechs>Call Wula Cats to Report</WULA_RecycleNearbyMechs>
<WULA_RecycleNearbyMechsDesc>Call Wula cats within {0} tiles to report, for conversion to other cat types or to use bunker weapons against enemies.</WULA_RecycleNearbyMechsDesc>
<WULA_StorageFull>Bunker storage full.</WULA_StorageFull>
<WULA_ConvertMechs>Release Wula Cats</WULA_ConvertMechs>
<WULA_ConvertMechsDesc>Release Wula cats from bunker. They can choose equipment before leaving to change type.\nCapacity: {0}/{1}</WULA_ConvertMechsDesc>
<WULA_NoAvailableMechs>No Wula cats on standby in bunker.</WULA_NoAvailableMechs>
<WULA_NoNearbyRecyclableMechs>No recyclable Wula cats nearby.</WULA_NoNearbyRecyclableMechs>
<WULA_MechsOrderedToRecycle>{0} Wula cats called back to bunker.</WULA_MechsOrderedToRecycle>
<WULA_StoredMechs>Capacity: {0}/{1}</WULA_StoredMechs>
<WULA_TransformCooldown>Transformation cooldown: {0} hours</WULA_TransformCooldown>
<!-- CompTransformAtFullCapacity.cs -->
<WULA_BuildingCooldown>Building just deployed, need to wait {0} hours before transformation</WULA_BuildingCooldown>
<WULA_NeedMoreMechs>Requires {0} Wula cats to report, current: {1}/{2}</WULA_NeedMoreMechs>
<WULA_CooldownRemaining>Cooldown remaining: {0} hours</WULA_CooldownRemaining>
<WULA_TargetUnit>Target unit: {0}</WULA_TargetUnit>
<WULA_MechsRequired>Requires Wula cats: {0}</WULA_MechsRequired>
<WULA_BuildingTransformedToPawn>{0} transformed to {1}</WULA_BuildingTransformedToPawn>
<!-- CompTransformIntoBuilding.cs -->
<WULA_UnitNotSpawned>Unit not spawned or destroyed</WULA_UnitNotSpawned>
<WULA_CannotDetermineBuildingType>Cannot determine target building type</WULA_CannotDetermineBuildingType>
<WULA_NoSuitablePositionFound>No suitable placement positions found nearby</WULA_NoSuitablePositionFound>
<WULA_DeployingAtNearbyPosition>Will deploy building at nearby position {0}</WULA_DeployingAtNearbyPosition>
<WULA_CannotDeployBuilding>Cannot deploy building: {0}</WULA_CannotDeployBuilding>
<WULA_PawnDeployedAsBuilding>{0} deployed as {1}</WULA_PawnDeployedAsBuilding>
<WULA_WillRestoreTo>Will restore to: {0}</WULA_WillRestoreTo>
<WULA_MaxStorageCapacity>Maximum storage capacity: {0} Wula cats</WULA_MaxStorageCapacity>
<WULA_PositionValid>✓ Current position can place building</WULA_PositionValid>
<WULA_PositionInvalid>✗ {0}</WULA_PositionInvalid>
<WULA_TeleportFailedNoValidLocation>No valid landing location after teleport, teleport cancelled.</WULA_TeleportFailedNoValidLocation>
<WULA_CannotTeleportToLocation>Invalid teleport location</WULA_CannotTeleportToLocation>
<!-- CompAbilityEffect_PullTarget.cs -->
<WULA_InvalidPullTarget>Cannot pull this target</WULA_InvalidPullTarget>
<WULA_TargetTooLarge>{0} too large to pull (max size: {1})</WULA_TargetTooLarge>
<WULA_PullFailedNoValidLocation>Pull failed: No suitable landing position found</WULA_PullFailedNoValidLocation>
<WULA_MustTargetPawn>Must select a creature as target</WULA_MustTargetPawn>
<WULA_TargetOutOfRange>Target out of range (max range: {0})</WULA_TargetOutOfRange>
<WULA_TargetTooClose>Target too close (minimum distance: {0} tiles)</WULA_TargetTooClose>
<WULA_NoLineOfSight>No line of sight to target</WULA_NoLineOfSight>
<WULA_CannotPullTarget>Cannot pull this target</WULA_CannotPullTarget>
<!-- Area Teleporter Strings -->
<WULA_TeleporterEnabled>Teleporter enabled</WULA_TeleporterEnabled>
<WULA_TeleporterDisabled>Teleporter disabled</WULA_TeleporterDisabled>
<WULA_TeleporterEnable>Enable Teleporter</WULA_TeleporterEnable>
<WULA_TeleporterEnableDesc>Enable area teleportation, allowing Wula mechs to teleport instead of normal movement within its coverage.</WULA_TeleporterEnableDesc>
<WULA_TeleporterDisable>Disable Teleporter</WULA_TeleporterDisable>
<WULA_TeleporterDisableDesc>Disable area teleportation. Wula mechs nearby will use normal movement instead of teleportation.</WULA_TeleporterDisableDesc>
<!-- Value Converter Strings -->
<WULA_ConvertToSilver>Sell Goods to Fleet</WULA_ConvertToSilver>
<WULA_ConvertToSilverDesc>Launch drop pod to Wula Empire Fleet. All item values converted to silver at {0} ratio, stored in fleet resources</WULA_ConvertToSilverDesc>
<WULA_CannotConvert>Cannot sell: Contains forbidden items or container empty</WULA_CannotConvert>
<WULA_NoItemsToConvert>No items to sell</WULA_NoItemsToConvert>
<WULA_NoValuableItems>No valuable items</WULA_NoValuableItems>
<WULA_ConversionValueTooLow>Selling value too low</WULA_ConversionValueTooLow>
<WULA_ConversionCancelledDueToForbiddenItems>Sale cancelled: Contains forbidden items: {0}</WULA_ConversionCancelledDueToForbiddenItems>
<WULA_ValueConverted>Successfully converted items worth {0} to {1} silver</WULA_ValueConverted>
<WULA_ValueConvertedWithLoss>Successfully converted items worth {0} to {1} silver (conversion rate: {2})</WULA_ValueConvertedWithLoss>
<WULA_ValueConvertedWithBonus>Successfully converted items worth {0} to {1} silver (bonus rate: {2})</WULA_ValueConvertedWithBonus>
<WULA_CurrentValueInContainer>Total item value in container: {0}</WULA_CurrentValueInContainer>
<WULA_PotentialSilver>Convertible silver: {0}</WULA_PotentialSilver>
<WULA_ConversionRate>Conversion rate: {0}</WULA_ConversionRate>
<WULA_ConversionEfficiency>Conversion efficiency: {0}</WULA_ConversionEfficiency>
<WULA_ConversionEfficiencyLoss>(with loss)</WULA_ConversionEfficiencyLoss>
<WULA_ConversionEfficiencyBonus>(with bonus)</WULA_ConversionEfficiencyBonus>
<WULA_ConversionEfficiencyNormal>(equal conversion)</WULA_ConversionEfficiencyNormal>
<!-- Value Converter Translations -->
<WULA_ConvertToCurrency>Sell Goods to Fleet</WULA_ConvertToCurrency>
<WULA_ConvertToCurrencyDesc>Launch drop pod to Wula Empire Fleet. All item values converted to {0} at {1}% ratio, stored in fleet resources.</WULA_ConvertToCurrencyDesc>
<WULA_CurrentTotalValue>Current total value: {0}</WULA_CurrentTotalValue>
<WULA_ConvertedValue>Converted value: {0} {1}</WULA_ConvertedValue>
<WULA_ContainedItems>Contained items:</WULA_ContainedItems>
<WULA_ItemListEntry> - {0} x{1}</WULA_ItemListEntry>
<!-- Error and Status Messages -->
<WULA_ConverterNotSpawned>Converter must be placed on map to use.</WULA_ConverterNotSpawned>
<WULA_NoItemsToConvert>No items to sell</WULA_NoItemsToConvert>
<WULA_ConvertedValueTooLow>Value after sale too low to generate any currency.</WULA_ConvertedValueTooLow>
<WULA_ConversionComplete>Sold {0} items (total value {1}), received {2} {3}.</WULA_ConversionComplete>
<WULA_ConvertedItems>Items sold: {0}</WULA_ConvertedItems>
<WULA_ConversionRatioApplied>Conversion rate: {0}%</WULA_ConversionRatioApplied>
<!-- Junk Filter Related (if used) -->
<WULA_LaunchCancelledDueToForbiddenItems>Launch cancelled due to forbidden items: {0}</WULA_LaunchCancelledDueToForbiddenItems>
<WULA_TransferSilver>Withdraw Silver!</WULA_TransferSilver>
<WULA_TransferSilverDesc>Retrieve {0} silver stored on Wula Empire Fleet. They will be air-dropped with the next product drop.</WULA_TransferSilverDesc>
<WULA_ConfirmTransferSilver>Are you sure you want to withdraw {0} silver stored on Wula Empire Fleet?</WULA_ConfirmTransferSilver>
<WULA_NoSilverToTransfer>No silver stored on Wula Empire Fleet</WULA_NoSilverToTransfer>
<WULA_SilverTransferred>Withdrew {0} silver, will be air-dropped with the next product drop.</WULA_SilverTransferred>
<WULA_TransferFailed>Failed to withdraw silver</WULA_TransferFailed>
<WULA_TransferError>Error withdrawing silver</WULA_TransferError>
<WULA_TrapLauncherTriggered>Proximity mine activated!</WULA_TrapLauncherTriggered>
<WULA_Designator_CallSkyfallerInArea>Area Air-drop</WULA_Designator_CallSkyfallerInArea>
<WULA_Designator_CallSkyfallerInAreaDesc>Mark an area to activate all Wula Empire buildings and war mechs needing air-drop within it.\n\nArea air-drop still calculates material consumption. If insufficient materials, no air-drop will occur.</WULA_Designator_CallSkyfallerInAreaDesc>
<WULA_AreaCallInitiated>Area air-drop ordered</WULA_AreaCallInitiated>
<WULA_NoCallableBuildingsInArea>No Wula Empire air-drop zones in area accepting air-drop commands</WULA_NoCallableBuildingsInArea>
<WULA_AbilityRequiresNonHostility>Cannot use this ability while hostile with {0}</WULA_AbilityRequiresNonHostility>
</LanguageData>

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@@ -0,0 +1,171 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<!-- Maintenance Pod -->
<WULA_MaintenancePod_Status>Status</WULA_MaintenancePod_Status>
<WULA_MaintenancePod_State_Idle>Idle</WULA_MaintenancePod_State_Idle>
<WULA_MaintenancePod_State_Running>Running</WULA_MaintenancePod_State_Running>
<WULA_MaintenancePod_StoredComponents>Stored Components</WULA_MaintenancePod_StoredComponents>
<WULA_MaintenancePod_Enter>Enter Maintenance</WULA_MaintenancePod_Enter>
<WULA_MaintenancePod_EnterDesc>Command a colonist needing maintenance to enter maintenance pod.</WULA_MaintenancePod_EnterDesc>
<WULA_MaintenancePod_NotEnoughComponents>Requires {0} components</WULA_MaintenancePod_NotEnoughComponents>
<WULA_MaintenancePod_NoOneNeeds>No colonists need maintenance.</WULA_MaintenancePod_NoOneNeeds>
<WULA_MaintenancePod_CancelDesc>Abort maintenance and eject colonist.</WULA_MaintenancePod_CancelDesc>
<WULA_MaintenanceComplete>{PAWN_nameDef}'s maintenance completed.</WULA_MaintenanceComplete>
<WULA_MaintenanceCanceled>Maintenance cancelled.</WULA_MaintenanceCanceled>
<WULA_MaintenanceHealedAllWounds>{PAWN_nameDef}'s all damaged parts repaired.</WULA_MaintenanceHealedAllWounds>
<WULA_MaintenanceNoEffect>{PAWN_nameDef}'s maintenance completed, but{PAWN_nameDef} has no repairable damaged parts.</WULA_MaintenanceNoEffect>
<WULA_NoComponentsToHaul>No components available to haul.</WULA_NoComponentsToHaul>
<WULA_MessageGainedDamageShieldCharges>{0} gained {1} damage shield layers!</WULA_MessageGainedDamageShieldCharges>
<WULA_CannotUseOnDeadPawn>Cannot use on dead Pawn.</WULA_CannotUseOnDeadPawn>
<WULA_DamageShieldMaxChargesReached>Damage shield reached maximum layers.</WULA_DamageShieldMaxChargesReached>
<WULA_DamageShieldChargesDescription>Use: Add {0} damage shield layers</WULA_DamageShieldChargesDescription>
<WULA_AutonomousMechsSection>Autonomous Mechs</WULA_AutonomousMechsSection>
<!-- Global Production System -->
<WULA_GlobalBillsTab>Fleet Production</WULA_GlobalBillsTab>
<WULA_GlobalProduction>Fleet Production Orders</WULA_GlobalProduction>
<WULA_AddProductionOrder>Add Production Order</WULA_AddProductionOrder>
<WULA_Resume>Resume</WULA_Resume>
<WULA_Pause>Pause</WULA_Pause>
<WULA_Delete>Delete</WULA_Delete>
<WULA_WaitingForResources>Waiting for Resources</WULA_WaitingForResources>
<WULA_Completed>Completed</WULA_Completed>
<WULA_Unknown>Unknown</WULA_Unknown>
<WULA_InsufficientResources>Insufficient resources in Empire Fleet storage</WULA_InsufficientResources>
<WULA_NoAvailableRecipes>No available recipes</WULA_NoAvailableRecipes>
<!-- Added to your language file -->
<WULA_RequiredIngredients>Available Recipes</WULA_RequiredIngredients>
<WULA_Products>Products</WULA_Products>
<WULA_WorkAmount>Work Amount</WULA_WorkAmount>
<!-- Chinese Translation -->
<WULA_ViewStorage>View Storage</WULA_ViewStorage>
<WULA_InputStorage>Input Storage (Raw Materials)</WULA_InputStorage>
<WULA_OutputStorage>Output Storage (Products)</WULA_OutputStorage>
<WULA_NoGlobalStorage>Global storage component not found</WULA_NoGlobalStorage>
<WULA_NoItems>No items</WULA_NoItems>
<WULA_StorageStats>Storage Statistics</WULA_StorageStats>
<WULA_InputItems>input item types</WULA_InputItems>
<WULA_OutputItems>output item types</WULA_OutputItems>
<WULA_AccessGlobalStorage>Fleet Storage</WULA_AccessGlobalStorage>
<WULA_AccessGlobalStorageDesc>Open fleet storage to store/retrieve items. Only materials within orbital trade beacon range are recognized for deposit to fleet storage.</WULA_AccessGlobalStorageDesc>
<WULA_NoPoweredTradeBeacon>No powered orbital trade beacons</WULA_NoPoweredTradeBeacon>
<WULA_NoNegotiator>No available colonists</WULA_NoNegotiator>
<WULA_GlobalStorageTransferTitle>Global Storage Transfer</WULA_GlobalStorageTransferTitle>
<WULA_GlobalStorageTransferHint>Negative=Deposit (Beacon→Global), Positive=Withdraw (Global→Beacon air-drop)</WULA_GlobalStorageTransferHint>
<WULA_ResetTransfer>Reset</WULA_ResetTransfer>
<WULA_ExecuteTransfer>Execute Transfer</WULA_ExecuteTransfer>
<!-- Chinese Translation -->
<WULA_AirdropProducts>Air-drop Products</WULA_AirdropProducts>
<WULA_AirdropProductsDesc>Air-drop all processed items from Wula Empire mothership and engineering ships to designated area via drop pods.</WULA_AirdropProductsDesc>
<WULA_CannotAirdrop>Cannot execute air-drop: Workbench not ready</WULA_CannotAirdrop>
<WULA_NoProductsToAirdrop>No items to air-drop</WULA_NoProductsToAirdrop>
<WULA_AirdropTargetTooFar>Target distance exceeds maximum air-drop range ({0})</WULA_AirdropTargetTooFar>
<WULA_NoValidDropSpots>No valid drop spots. Please select another location.</WULA_NoValidDropSpots>
<WULA_FailedToDistributeItems>Failed to distribute items to drop pods</WULA_FailedToDistributeItems>
<WULA_AirdropSuccessful>Successfully air-dropped {0} drop pods</WULA_AirdropSuccessful>
<WULA_NoFactoryFlyOver>Requires warship with production facilities deployed in colony orbit for air-drop</WULA_NoFactoryFlyOver>
<WULA_NoFactoryFlyOverDesc>No warship with production facilities deployed in colony orbit on current map, cannot perform air-drop</WULA_NoFactoryFlyOverDesc>
<WULA_LaunchToGlobalStorage>Launch to Wula Empire Fleet</WULA_LaunchToGlobalStorage>
<WULA_LaunchToGlobalStorageDesc>Send items to Wula Empire Fleet for processing.\n\nIf equipment, weapons, and corpses are sent to Wula Empire Fleet, they will be returned with the next product drop. Other materials received by Wula Empire Fleet are generally not returned.</WULA_LaunchToGlobalStorageDesc>
<WULA_NoItemsToSendToGlobalStorage>No items to send to global storage</WULA_NoItemsToSendToGlobalStorage>
<!-- CompLaunchable_ToGlobalStorage.cs new translations -->
<WULA_ItemsSentToBothStorages>{0} materials received by fleet, {1} materials returned by fleet (returned with next product drop)</WULA_ItemsSentToBothStorages>
<WULA_ItemsSentToInputStorage>{0} materials received by fleet</WULA_ItemsSentToInputStorage>
<WULA_ItemsSentToOutputStorage>{0} materials returned by fleet (returned with next product drop)</WULA_ItemsSentToOutputStorage>
<WULA_InputStorageItems>Input storage: {0}</WULA_InputStorageItems>
<WULA_OutputStorageItems>Output storage: {0}</WULA_OutputStorageItems>
<WULA_LaunchCancelledDueToForbiddenItems>Fleet refused to receive materials—contains unallowed item types</WULA_LaunchCancelledDueToForbiddenItems>
<!-- Autonomous Mech Energy System -->
<WULA_EnergyInfo> [Energy: {0}]</WULA_EnergyInfo>
<WULA_CurrentEnergy>Current Energy: {0}</WULA_CurrentEnergy>
<WULA_EnergyLow> [Low Energy!]</WULA_EnergyLow>
<WULA_EnergyCritical> [Critical Energy!]</WULA_EnergyCritical>
<WULA_Switch_Mech_WorkMode>Switch Mech Work Mode</WULA_Switch_Mech_WorkMode>
<WULA_Mech_WorkMode>Mech Mode: {0}</WULA_Mech_WorkMode>
<WULA_WorkMode_Work>Work</WULA_WorkMode_Work>
<WULA_WorkMode_Recharge>Recharge</WULA_WorkMode_Recharge>
<WULA_WorkMode_Shutdown>Shutdown</WULA_WorkMode_Shutdown>
<WULA_WorkMode_Unknown>Unknown</WULA_WorkMode_Unknown>
<WULA_WorkMode_Work_Desc>Switch to Work Mode - Mech performs assigned work</WULA_WorkMode_Work_Desc>
<WULA_WorkMode_Recharge_Desc>Switch to Recharge Mode - Mech seeks charging station and recharges</WULA_WorkMode_Recharge_Desc>
<WULA_WorkMode_Shutdown_Desc>Switch to Shutdown Mode - Mech immediately enters dormant state</WULA_WorkMode_Shutdown_Desc>
<WULA_SwitchedToMode>{0} switched to {1} mode</WULA_SwitchedToMode>
<WULA_EnergyInfoShort>(Energy: {0})</WULA_EnergyInfoShort>
<WULA_Autonomous_Drafted>Autonomous Control</WULA_Autonomous_Drafted>
<WULA_Autonomous_Mode>Autonomous Mode: {0}</WULA_Autonomous_Mode>
<WULA_LowEnergySwitchToRecharge>{0} energy low, automatically switched to recharge mode</WULA_LowEnergySwitchToRecharge>
<WULA_FullyChargedSwitchToWork>{0} fully charged, automatically switched to work mode</WULA_FullyChargedSwitchToWork>
<WULA_CriticalEnergyLevels>{0} energy critical!</WULA_CriticalEnergyLevels>
<WULA_AutonomousMech>Autonomous Mech</WULA_AutonomousMech>
<WULA_WorkMode_AutoFight>Auto Fight</WULA_WorkMode_AutoFight>
<WULA_WorkMode_AutoFight_Desc>Switch to Auto Fight Mode - Mech automatically seeks and attacks enemies</WULA_WorkMode_AutoFight_Desc>
<!-- CompSkyfallerCaller -->
<WULA_ToggleAutoCallSkyfaller>Toggle Auto Call</WULA_ToggleAutoCallSkyfaller>
<WULA_ToggleAutoCallSkyfallerDesc>Enable or disable auto air-drop for all beacons. When enabled, beacons automatically call air-drop after construction.</WULA_ToggleAutoCallSkyfallerDesc>
<WULA_AutoCallEnabled>Auto air-drop enabled.</WULA_AutoCallEnabled>
<WULA_AutoCallDisabled>Auto air-drop disabled.</WULA_AutoCallDisabled>
<!-- ITab_GlobalBills -->
<WULA_Equipment>Equipment</WULA_Equipment>
<WULA_Weapon>Weapon</WULA_Weapon>
<WULA_Mechanoid>Mechanoid</WULA_Mechanoid>
<WULA_SelectCategoryFirst>Please select a category first</WULA_SelectCategoryFirst>
<WULA_GatheringMaterials>Gathering Materials</WULA_GatheringMaterials>
<WULA_Paused>Paused</WULA_Paused>
<!-- Area Teleporter -->
<WULA_CancelTeleport>Cancel Teleport</WULA_CancelTeleport>
<WULA_CancelTeleportDesc>Cancel current teleport warmup.</WULA_CancelTeleportDesc>
<WULA_InitiateTeleport>Initiate Teleport</WULA_InitiateTeleport>
<WULA_InitiateTeleportDesc>Initiate area teleport procedure to teleport objects around beacon to designated location.</WULA_InitiateTeleportDesc>
<WULA_RequiresResearch>Research required: {0}</WULA_RequiresResearch>
<WULA_MissingResearch>Missing required research: {0}</WULA_MissingResearch>
<WULA_TeleportFailed_MapGeneration>Cannot generate target map.</WULA_TeleportFailed_MapGeneration>
<WULA_TeleportWarmupStarted>Teleport warmup started.</WULA_TeleportWarmupStarted>
<WULA_TeleportCancelled>Teleport cancelled.</WULA_TeleportCancelled>
<WULA_TeleportFailed_InvalidTarget>Invalid target location.</WULA_TeleportFailed_InvalidTarget>
<WULA_TeleportFailed_NoMap>Cannot get target map.</WULA_TeleportFailed_NoMap>
<WULA_TeleportSuccessful>Teleport successful.</WULA_TeleportSuccessful>
<WULA_SelectArrivalPoint>Select Landing Point</WULA_SelectArrivalPoint>
<WULA_SelectArrivalPointDesc>Select specific teleport arrival location.</WULA_SelectArrivalPointDesc>
<WULA_OutOfBounds>Out of map bounds.</WULA_OutOfBounds>
<WULA_InNoBuildArea>In no-build area.</WULA_InNoBuildArea>
<WULA_BlockedByFog>Target location covered by fog.</WULA_BlockedByFog>
<WULA_BlockedByIndestructible>Blocked by indestructible object: {0}</WULA_BlockedByIndestructible>
<WULA_TerrainImpassable>Target terrain impassable.</WULA_TerrainImpassable>
<WULA_BlockedByThickRoof>Blocked by thick rock roof.</WULA_BlockedByThickRoof>
<WULA_MustSelectLandingSpot>Must select a landing spot.</WULA_MustSelectLandingSpot>
<WULA_ConfirmTeleport>Confirm Teleport</WULA_ConfirmTeleport>
<WULA_ConfirmTeleportDesc>Confirm current position and begin teleport.</WULA_ConfirmTeleportDesc>
<WULA_MoveMarker>Move Marker</WULA_MoveMarker>
<WULA_MoveMarkerDesc>Reselect landing position.</WULA_MoveMarkerDesc>
<WULA_GeneratedMapCleanedUp>Generated temporary map cleaned up due to teleport cancellation.</WULA_GeneratedMapCleanedUp>
<WULA_InsufficientFuel>Insufficient fuel.</WULA_InsufficientFuel>
<!-- AI Settings -->
<Wula_AISettings_Title>AI Settings (OpenAI Compatible)</Wula_AISettings_Title>
<Wula_AISettings_ApiKey>API Key:</Wula_AISettings_ApiKey>
<Wula_AISettings_BaseUrl>API Address (Base URL):</Wula_AISettings_BaseUrl>
<Wula_AISettings_Model>Model Name:</Wula_AISettings_Model>
<Wula_AISettings_MaxContextTokens>Context Length (Token Estimate Limit):</Wula_AISettings_MaxContextTokens>
<Wula_AISettings_MaxContextTokensDesc>Controls automatic compression of AI conversation history when exceeding limit. Lower values save cost but AI "forgets" more easily.</Wula_AISettings_MaxContextTokensDesc>
<Wula_AISettings_UseStreaming>Enable Streaming (Experimental)</Wula_AISettings_UseStreaming>
<Wula_AISettings_UseStreamingDesc>Enable real-time typewriter effect. Disable if encountering issues.</Wula_AISettings_UseStreamingDesc>
<!-- AI Conversation -->
<Wula_AI_Retry>Retry</Wula_AI_Retry>
<Wula_AI_Send>Send</Wula_AI_Send>
<Wula_AI_Error_Internal>Error: Internal system failure. {0}</Wula_AI_Error_Internal>
<Wula_AI_Error_ConnectionLost>Error: Connection lost. "Legion" remains silent.</Wula_AI_Error_ConnectionLost>
<Wula_ResourceDrop>{FACTION_name} has dropped some resources nearby.</Wula_ResourceDrop>
</LanguageData>

View File

@@ -1,26 +1,23 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<!-- Building_ArmedShuttleWithPocket related text -->
<WULA.PocketSpace.Status>Living quarters status</WULA.PocketSpace.Status>
<!-- Building_ArmedShuttleWithPocket related texts -->
<WULA.PocketSpace.Status>\nLiving Quarters Status</WULA.PocketSpace.Status>
<WULA.PocketSpace.Ready>Ready</WULA.PocketSpace.Ready>
<WULA.PocketSpace.NotGenerated>Not initialized</WULA.PocketSpace.NotGenerated>
<WULA.PocketSpace.ItemCount>Stored items: {0}</WULA.PocketSpace.ItemCount>
<WULA.PocketSpace.NotGenerated>Not Initialized</WULA.PocketSpace.NotGenerated>
<!-- Gizmo button text -->
<WULA.PocketSpace.Initialize>Initialize living quarters</WULA.PocketSpace.Initialize>
<WULA.PocketSpace.InitializeDesc>Initialize the shuttle's internal living quarters. This will create the dimensional storage space inside the shuttle.</WULA.PocketSpace.InitializeDesc>
<!-- Gizmo button texts -->
<WULA.PocketSpace.Initialize>Initialize Living Quarters</WULA.PocketSpace.Initialize>
<WULA.PocketSpace.InitializeDesc>Initialize the living quarters space within the shuttle. This will create a living area inside the shuttle where crew members can rest and work. Colonists in this space cannot participate in piloting the shuttle.</WULA.PocketSpace.InitializeDesc>
<WULA.PocketSpace.Enter>Enter living quarters</WULA.PocketSpace.Enter>
<WULA.PocketSpace.EnterDesc>Enter the shuttle's internal living quarters. Direct access without hacking required. Selected colonists will be transported to the internal space.</WULA.PocketSpace.EnterDesc>
<WULA.PocketSpace.Enter>Enter Living Quarters</WULA.PocketSpace.Enter>
<WULA.PocketSpace.EnterDesc>Enter the living quarters space of the shuttle - selected colonists will be teleported to the living quarters. Colonists in this space cannot participate in piloting the shuttle.</WULA.PocketSpace.EnterDesc>
<WULA.PocketSpace.SwitchTo>Switch to living quarters</WULA.PocketSpace.SwitchTo>
<WULA.PocketSpace.SwitchToDesc>Directly switch view to the internal living quarters. Useful for quick switching when colonists are already inside.</WULA.PocketSpace.SwitchToDesc>
<WULA.PocketSpace.ManageStorage>Manage internal storage</WULA.PocketSpace.ManageStorage>
<WULA.PocketSpace.ManageStorageDesc>Open internal container management interface to view and retrieve items stored in the living quarters.</WULA.PocketSpace.ManageStorageDesc>
<WULA.PocketSpace.ViewMap>View Living Quarters</WULA.PocketSpace.ViewMap>
<WULA.PocketSpace.ViewMapDesc>Switch perspective to the living quarters space of the shuttle.</WULA.PocketSpace.ViewMapDesc>
<!-- Message text -->
<!-- Message texts -->
<WULA.PocketSpace.CannotInitialize>Cannot initialize living quarters.</WULA.PocketSpace.CannotInitialize>
<WULA.PocketSpace.AlreadyInitialized>Living quarters already initialized.</WULA.PocketSpace.AlreadyInitialized>
<WULA.PocketSpace.InitializeSuccess>Living quarters initialized successfully.</WULA.PocketSpace.InitializeSuccess>
@@ -28,27 +25,19 @@
<WULA.PocketSpace.CannotEnter>Cannot enter living quarters.</WULA.PocketSpace.CannotEnter>
<WULA.PocketSpace.AccessDenied>Access denied.</WULA.PocketSpace.AccessDenied>
<WULA.PocketSpace.TransportDisabled>Transport functionality disabled (shuttle in flight).</WULA.PocketSpace.TransportDisabled>
<WULA.PocketSpace.NoTargetMap>No target map available.</WULA.PocketSpace.NoTargetMap>
<WULA.PocketSpace.NotSpawned>Shuttle not deployed.</WULA.PocketSpace.NotSpawned>
<WULA.PocketSpace.TransportDisabled>Transport function disabled (shuttle in flight).</WULA.PocketSpace.TransportDisabled>
<WULA.PocketSpace.NoTargetMap>No target map.</WULA.PocketSpace.NoTargetMap>
<WULA.PocketSpace.CreationFailed>Living quarters creation failed.</WULA.PocketSpace.CreationFailed>
<WULA.PocketSpace.TransferSuccess>{0} personnel successfully transferred to living quarters.</WULA.PocketSpace.TransferSuccess>
<WULA.PocketSpace.SwitchToPocket>About to switch to internal living quarters. Confirm?</WULA.PocketSpace.SwitchToPocket>
<!-- Storage management dialog -->
<WULA.PocketSpace.StorageManagement>Living quarters storage management</WULA.PocketSpace.StorageManagement>
<WULA.PocketSpace.PawnCount>Living quarters personnel: {0}</WULA.PocketSpace.PawnCount>
<WULA.PocketSpace.NoPawnsSelected>Please select at least one colonist to enter the living quarters.</WULA.PocketSpace.NoPawnsSelected>
<WULA.PocketSpace.NoPawnsAvailable>No available colonists.</WULA.PocketSpace.NoPawnsAvailable>
<WULA.PocketSpace.AllColonists>All colonists ({0} people)</WULA.PocketSpace.AllColonists>
<!-- Exit point related -->
<WULA.PocketSpace.ExitThroughPortal>Return through portal</WULA.PocketSpace.ExitThroughPortal>
<WULA.PocketSpace.ExitAll>Return all</WULA.PocketSpace.ExitAll>
<WULA.PocketSpace.ExitAllDesc>Transport all colonists from living quarters back to the main map.</WULA.PocketSpace.ExitAllDesc>
<WULA.PocketSpace.ExitSuccess>{0} successfully returned to main map.</WULA.PocketSpace.ExitSuccess>
<WULA.PocketSpace.ExitAllSuccess>{0} personnel have all returned to the main map.</WULA.PocketSpace.ExitAllSuccess>
</LanguageData>
<WULA.PocketSpace.ExitToMainMap>Return to Main Map</WULA.PocketSpace.ExitToMainMap>
<WULA.PocketSpace.ExitToMainMapDesc>Return to the main map through the living quarters exit.</WULA.PocketSpace.ExitToMainMapDesc>
<WULA.PocketSpace.ExitSuccess>{0} has successfully returned to the main map.</WULA.PocketSpace.ExitSuccess>
</LanguageData>