448 lines
32 KiB
XML
448 lines
32 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<LanguageData>
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<!-- CompAutoMechCarrier -->
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<MechCarrierDesc_Free>命令该单位生成 {0} 个 {1}。此操作不消耗任何资源。</MechCarrierDesc_Free>
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<WULA_AutoSpawn_Label>自动生产</WULA_AutoSpawn_Label>
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<WULA_AutoSpawn_Desc>切换是否自动生产单位。开启后,当资源和冷却允许时,会自动生产单位以维持队列上限。</WULA_AutoSpawn_Desc>
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<WULA_AutoSpawn_On_Reason>自动生产已开启。再次点击以关闭。</WULA_AutoSpawn_On_Reason>
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<!-- 工作模式相关 -->
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<WULA_Mech_WorkMode>行为模式:{0}</WULA_Mech_WorkMode>
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<WULA_Switch_Mech_WorkMode>修改自律机械的行为模式</WULA_Switch_Mech_WorkMode>
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<WULA_WorkMode_Work>工作</WULA_WorkMode_Work>
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<WULA_WorkMode_Recharge>充电</WULA_WorkMode_Recharge>
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<WULA_WorkMode_Shutdown>关机</WULA_WorkMode_Shutdown>
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<WULA_WorkMode_Unknown>未知</WULA_WorkMode_Unknown>
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<WULA_WorkMode_Work_Desc>工作模式 - 根据机体设定,自行进行工作</WULA_WorkMode_Work_Desc>
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<WULA_WorkMode_Recharge_Desc>充电模式 - 充电后休眠</WULA_WorkMode_Recharge_Desc>
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<WULA_WorkMode_Shutdown_Desc>关机模式 - 立即关机,会在此状态下以非常缓慢的速率充电</WULA_WorkMode_Shutdown_Desc>
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<!-- 状态显示 -->
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<WULA_Autonomous_Drafted>自主操作中</WULA_Autonomous_Drafted>
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<WULA_Autonomous_Mode>自主模式:{0}</WULA_Autonomous_Mode>
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<!-- 能量信息 -->
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<WULA_EnergyInfo>({0})</WULA_EnergyInfo>
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<WULA_EnergyInfoShort>({0})</WULA_EnergyInfoShort>
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<WULA_CurrentEnergy>当前能量:{0}</WULA_CurrentEnergy>
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<WULA_EnergyLow>(低电量)</WULA_EnergyLow>
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<WULA_EnergyCritical>(电量危急!)</WULA_EnergyCritical>
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<!-- 消息提示 -->
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<WULA_LowEnergySwitchToRecharge>{0}电量不足,切换到充电模式</WULA_LowEnergySwitchToRecharge>
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<WULA_FullyChargedSwitchToWork>{0}已充满电,返回工作模式</WULA_FullyChargedSwitchToWork>
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<WULA_CriticalEnergyLevels>{0}电量危急!</WULA_CriticalEnergyLevels>
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<WULA_SwitchedToMode>{0}切换到{1}模式</WULA_SwitchedToMode>
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<WULA_Autonomous_Mode>征召自律机械</WULA_Autonomous_Mode>
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<WULA_Autonomous_Mode_Desc>使自律机械进入征召状态</WULA_Autonomous_Mode_Desc>
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<WULA_NanoRepair_Active>纳米修复系统:修复中</WULA_NanoRepair_Active>
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<WULA_NanoRepair_Inactive>纳米修复系统:待机</WULA_NanoRepair_Inactive>
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<WULA_CurrentEnergy>当前能量:{0}</WULA_CurrentEnergy>
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<WULA_NoEnergyNeed>无能量需求</WULA_NoEnergyNeed>
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<WULA_DamageDetected>检测到损伤</WULA_DamageDetected>
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<WULA_NoDamage>无损伤</WULA_NoDamage>
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<WULA_RepairCooldown>修复冷却:{0}秒</WULA_RepairCooldown>
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<!-- 中文 -->
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<WULA_NanoRepair_Disable>禁用纳米修复</WULA_NanoRepair_Disable>
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<WULA_NanoRepair_DisableDesc>关闭纳米修复系统以节省能量</WULA_NanoRepair_DisableDesc>
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<WULA_NanoRepair_Enable>启用纳米修复</WULA_NanoRepair_Enable>
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<WULA_NanoRepair_EnableDesc>开启纳米修复系统以自动修复损伤</WULA_NanoRepair_EnableDesc>
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<WULA_NanoRepair_EnabledMsg>{0}的纳米修复系统已启用</WULA_NanoRepair_EnabledMsg>
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<WULA_NanoRepair_DisabledMsg>{0}的纳米修复系统已禁用</WULA_NanoRepair_DisabledMsg>
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<WULA_NanoRepair_Disabled>纳米修复: 已禁用</WULA_NanoRepair_Disabled>
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<!-- FlyOver 相关翻译 -->
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<WULA_Flyover_BaseBuilder>可空投建筑</WULA_Flyover_BaseBuilder>
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<WULA_NoRequiredFlyOver>需要 {0} 在殖民地上空时才可以空投建筑</WULA_NoRequiredFlyOver>
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<WULA_RequiresFlyOver>需要 {0} 在殖民地上空时才可以空投建筑</WULA_RequiresFlyOver>
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<WULA_MissingFlyOver>需要 {0} 在殖民地上空时才可以空投建筑</WULA_MissingFlyOver>
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<!-- 屋顶相关翻译 -->
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<WULA_ThickRoofBlocking>厚岩顶阻挡空投</WULA_ThickRoofBlocking>
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<WULA_RoofBlocking>屋顶阻挡空投</WULA_RoofBlocking>
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<WULA_ThickRoofBlockingDesc>该空投地点顶部有厚岩顶,无法进行空投</WULA_ThickRoofBlockingDesc>
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<WULA_RoofBlockingDesc>该空投地点顶部有屋顶,无法进行空投</WULA_RoofBlockingDesc>
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<WULA_BlockedByThickRoof>被厚岩顶阻挡</WULA_BlockedByThickRoof>
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<WULA_BlockedByRoof>被屋顶阻挡</WULA_BlockedByRoof>
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<!-- 建筑空投相关翻译 -->
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<WULA_NoBuildingDropperFlyOver>需要拥有-建筑空投设施-的战舰部署在殖民地轨道上才能空投</WULA_NoBuildingDropperFlyOver>
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<WULA_RequiresBuildingDropperFlyOver>需要拥有-建筑空投设施-的战舰部署在殖民地轨道上才能空投</WULA_RequiresBuildingDropperFlyOver>
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<WULA_MissingBuildingDropperFlyOver>没有拥有-建筑空投设施-的战舰部署在殖民地轨道上</WULA_MissingBuildingDropperFlyOver>
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<!-- 消息翻译 -->
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<WULA_BuildingIncomingFromGlobal>从全局储存器中呼叫的建筑将在{0}后到达</WULA_BuildingIncomingFromGlobal>
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<WULA_BuildingIncoming>呼叫的建筑将在{0}后到达</WULA_BuildingIncoming>
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<WULA_MissingResearch>需要研究:{0}</WULA_MissingResearch>
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<WULA_NoBuildingDropperFlyOver>需要建筑投放飞行器在区域上空</WULA_NoBuildingDropperFlyOver>
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<!-- 屋顶阻挡消息 -->
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<WULA_RoofBlocking_thick>厚重的屋顶阻挡了建筑投放</WULA_RoofBlocking_thick>
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<WULA_RoofBlocking_thin>屋顶阻挡了建筑投放</WULA_RoofBlocking_thin>
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<!-- 命令按钮 -->
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<WULA_CancelBuilding>取消建筑呼叫</WULA_CancelBuilding>
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<WULA_CancelBuildingDesc>取消正在呼叫的建筑投放</WULA_CancelBuildingDesc>
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<WULA_TeleportBuilding>传送建筑</WULA_TeleportBuilding>
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<WULA_TeleportBuildingDesc>使用乌拉帝国的传送网络,将{0}传送到指定位置——这是空投建筑的替代品,可以在厚岩顶下完成建造,并且响应速度更快。</WULA_TeleportBuildingDesc>
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<WULA_NonPlayerCannotCall>非玩家派系无法手动呼叫建筑</WULA_NonPlayerCannotCall>
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<WULA_RequiresResearch>需要研究:{0}</WULA_RequiresResearch>
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<WULA_AutoBuildingArrivingIn>自动建筑将在{0}后到达</WULA_AutoBuildingArrivingIn>
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<WULA_BuildingArrivingInFromGlobal>从全局储存器呼叫的建筑将在{0}后到达</WULA_BuildingArrivingInFromGlobal>
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<WULA_BuildingArrivingIn>建筑将在{0}后到达</WULA_BuildingArrivingIn>
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<WULA_AutoBuildingReady>自动建筑准备就绪</WULA_AutoBuildingReady>
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<WULA_ReadyToCallBuilding>准备呼叫{0}</WULA_ReadyToCallBuilding>
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<!-- 新增的空投资源来源相关翻译 -->
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<WULA_ReadyToCallSkyfaller>准备召唤空投建筑</WULA_ReadyToCallSkyfaller>
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<WULA_CallSkyfaller>召唤空投建筑</WULA_CallSkyfaller>
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<WULA_CallSkyfallerDesc>从乌拉帝国的舰队呼叫对应的建筑空投到此处。空投建筑需要消耗和其造价相等的资源。</WULA_CallSkyfallerDesc>
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<WULA_SkyfallerIncomingFromGlobal>空投建筑正在运送,{0}后抵达。此次空投由于本地资源不足,消耗了乌拉帝国舰队上的储存资源。</WULA_SkyfallerIncomingFromGlobal>
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<WULA_SkyfallerIncoming>空投建筑正在运送,{0}后抵达。</WULA_SkyfallerIncoming>
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<WULA_SkyfallerArrivingInFromGlobal>空投建筑将在{0}后抵达,此次空投由于本地资源不足,消耗了乌拉帝国舰队上的储存资源。</WULA_SkyfallerArrivingInFromGlobal>
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<WULA_SkyfallerArrivingIn>空投建筑将在{0}后抵达</WULA_SkyfallerArrivingIn>
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<WULA_ResourcePriorityInfo>优先从<color=#6BB7B7><i>乌拉轨道输送信标</i></color>的信号范围内获取,如果没有足够资源则消耗乌拉帝国舰队上的储存资源。</WULA_ResourcePriorityInfo>
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<!-- CompSkyfallerCaller new keys -->
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<WULA_RequiredMaterials>所需材料:</WULA_RequiredMaterials>
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<WULA_InsufficientMaterials><color=#6BB7B7><i>乌拉轨道输送信标</i></color>范围内材料不足。你需要建造乌拉轨道输送信标,并在其信号范围内放置足够的材料,建造时这些材料会被自动提交给帝国舰队。\n\n除此之外,储存在乌拉帝国舰队的资源也会纳入考虑。</WULA_InsufficientMaterials>
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<!-- Cancel Skyfaller -->
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<WULA_CancelSkyfaller>取消呼叫</WULA_CancelSkyfaller>
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<WULA_CancelSkyfallerDesc>中止正在进行的空投呼叫。</WULA_CancelSkyfallerDesc>
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<WULA_SkyfallerCallCancelled>空投呼叫已取消。</WULA_SkyfallerCallCancelled>
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<!-- 维护舱状态 -->
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<WULA_MaintenancePod_Status>维护舱状态</WULA_MaintenancePod_Status>
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<WULA_MaintenancePod_State_Idle>空闲</WULA_MaintenancePod_State_Idle>
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<WULA_MaintenancePod_State_Running>运行中</WULA_MaintenancePod_State_Running>
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<!-- 维护舱交互 -->
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<WULA_MaintenancePod_Enter>进入维护舱</WULA_MaintenancePod_Enter>
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<WULA_MaintenancePod_EnterDesc>选择需要维护的合成人</WULA_MaintenancePod_EnterDesc>
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<WULA_MaintenancePod_CancelDesc>取消当前维护周期</WULA_MaintenancePod_CancelDesc>
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<WULA_MaintenancePod_NoOneNeeds>没有合成人需要维护</WULA_MaintenancePod_NoOneNeeds>
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<WULA_MaintenancePod_NotEnoughComponents>需要 {0} 个零部件</WULA_MaintenancePod_NotEnoughComponents>
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<!-- 维护效果消息 -->
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<WULA_MaintenanceLevel>维护水平</WULA_MaintenanceLevel>
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<WULA_MaintenanceCycleStarted>{0} 开始维护周期</WULA_MaintenanceCycleStarted>
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<WULA_MaintenanceCycleComplete>{0} 维护完成</WULA_MaintenanceCycleComplete>
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<WULA_MaintenanceHealedInjuries>修复了 {0} 的 {1} 处损伤</WULA_MaintenanceHealedInjuries>
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<WULA_MaintenanceHealedParts>修复了 {0} 的缺失部位</WULA_MaintenanceHealedParts>
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<WULA_MaintenanceCanceled>维护已取消</WULA_MaintenanceCanceled>
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<WULA_NoHaulerAvailable>没有可用的搬运者</WULA_NoHaulerAvailable>
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<WULA_NoMaintenanceNeed>无维护需求</WULA_NoMaintenanceNeed>
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<!-- 维护需求相关 -->
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<WULA_MaintenanceNeed>维护需求</WULA_MaintenanceNeed>
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<WULA_MaintenanceStatus>状态: {0} (上次维护: {1}天前)</WULA_MaintenanceStatus>
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<WULA_DegradationRate>退化速率: {0}/天</WULA_DegradationRate>
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<WULA_MaintenanceCompleted>{0} 的维护已完成</WULA_MaintenanceCompleted>
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<!-- 维护状态 -->
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<WULA_Operational>运行正常</WULA_Operational>
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<WULA_MinorBreakdown>轻微故障</WULA_MinorBreakdown>
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<WULA_MajorBreakdown>严重故障</WULA_MajorBreakdown>
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<WULA_CriticalFailure>完全故障</WULA_CriticalFailure>
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<WULA_OperationalDesc>合成人运行在最佳状态</WULA_OperationalDesc>
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<WULA_MinorBreakdownDesc>合成人出现轻微故障,工作效率降低</WULA_MinorBreakdownDesc>
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<WULA_MajorBreakdownDesc>合成人出现严重故障,需要立即维护</WULA_MajorBreakdownDesc>
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<WULA_CriticalFailureDesc>合成人完全故障,无法工作</WULA_CriticalFailureDesc>
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<!-- 工作相关 -->
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<WULA_SynthMaintenance>合成人维护</WULA_SynthMaintenance>
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<WULA_DoMaintenance>执行维护</WULA_DoMaintenance>
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<!-- 伤害相关翻译 -->
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<WULA_DamageAffectsMaintenance>伤害会影响维护度({0}/点伤害)</WULA_DamageAffectsMaintenance>
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<WULA_DamagePenalty>损伤惩罚</WULA_DamagePenalty>
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<WULA_RecentDamageEvents>近期损伤事件</WULA_RecentDamageEvents>
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<WULA_MaintenanceCompletedWithDamage>{0} 维护完成(修复了 {1} 损伤)</WULA_MaintenanceCompletedWithDamage>
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<WULA_MaintenanceRepairedDamage>修复了 {0} 的结构损伤</WULA_MaintenanceRepairedDamage>
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<WULA_DaysSinceMaintenance>距上次维护</WULA_DaysSinceMaintenance>
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<WULA_ChooseStuff>材质</WULA_ChooseStuff>
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<WULA_ChooseStuffTooltip>为此武器选择材质</WULA_ChooseStuffTooltip>
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<WULA_CurrentStuff>当前材质:{0}</WULA_CurrentStuff>
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<WULA_NoStuffAvailable>没有可用的材质</WULA_NoStuffAvailable>
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<WULA_StuffSelected>已选择 {0} 作为材质</WULA_StuffSelected>
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<WULA_StuffAutoSelected>已自动选择 {0} 作为材质</WULA_StuffAutoSelected>
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<WULA_AutoSelectStuff>自动选择(最充足)</WULA_AutoSelectStuff>
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<WULA_ClearStuffSelection>清除选择</WULA_ClearStuffSelection>
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<WULA_StuffSelectionCleared>材质选择已清除</WULA_StuffSelectionCleared>
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<WULA_CannotChangeStuffAfterStart>生产开始后无法更改材质</WULA_CannotChangeStuffAfterStart>
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<WULA_RecipeDoesNotSupportStuff>此武器不支持材质选择</WULA_RecipeDoesNotSupportStuff>
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<WULA_NoStuffSelected>未选择材质</WULA_NoStuffSelected>
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<!-- 区分固定消耗和材质消耗 -->
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<WULA_FixedIngredients>固定原料</WULA_FixedIngredients>
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<WULA_StuffMaterial>材质</WULA_StuffMaterial>
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<!-- 材质属性相关 -->
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<WULA_Commonality>普遍性</WULA_Commonality>
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<WULA_Adjective>前缀</WULA_Adjective>
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<!-- 在语言文件中添加 -->
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<WULA_Equipment>装备</WULA_Equipment>
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<WULA_Weapon>武器</WULA_Weapon>
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<WULA_Mechanoid>机械体</WULA_Mechanoid>
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<WULA_SelectCategoryFirst>请先选择分类</WULA_SelectCategoryFirst>
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<!-- 纳米修复统计相关翻译 -->
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<WULA_NanoRepairCostPerHP>纳米修复能量消耗</WULA_NanoRepairCostPerHP>
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<WULA_NanoRepairCostPerHP_Desc>纳米修复系统修复每点生命值所消耗的能量。数值越低,修复消耗越低。</WULA_NanoRepairCostPerHP_Desc>
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<WULA_NanoRepairCooldownAfterDamage>纳米修复冷却时间</WULA_NanoRepairCooldownAfterDamage>
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<WULA_NanoRepairCooldownAfterDamage_Desc>受到伤害后纳米修复系统进入冷却的时间。数值越低,系统响应越快。</WULA_NanoRepairCooldownAfterDamage_Desc>
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<!-- 纳米修复统计解释文本 -->
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<WULA_NanoRepair_Properties>纳米修复系统属性:</WULA_NanoRepair_Properties>
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<WULA_NanoRepair_CostPerHP_Line>\n• 每点生命值修复消耗电量: {0}</WULA_NanoRepair_CostPerHP_Line>
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<WULA_NanoRepair_MinEnergyThreshold_Line>\n• 最低启动能量阈值: {0}</WULA_NanoRepair_MinEnergyThreshold_Line>
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<WULA_NanoRepair_CooldownAfterDamage_Line>\n• 伤害后冷却时间: {1} 秒</WULA_NanoRepair_CooldownAfterDamage_Line>
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<WULA_NanoRepair_SystemStatus_Line>\n• 系统状态: {0}</WULA_NanoRepair_SystemStatus_Line>
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<WULA_NanoRepair_SystemStatus_Enabled>已启用</WULA_NanoRepair_SystemStatus_Enabled>
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<WULA_NanoRepair_SystemStatus_Disabled>已禁用</WULA_NanoRepair_SystemStatus_Disabled>
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<WULA_RepairCostPerHP>每点生命值修复消耗电量: {0}</WULA_RepairCostPerHP>
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<!-- 维护系统统计解释 -->
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<WULA_Maintenance_Properties>维护系统属性:</WULA_Maintenance_Properties>
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<WULA_Maintenance_DegradationFactor_Explanation>\n• 阈值前退化速率: {0}/天\n• 阈值后退化速率: {1}/天\n• 阈值天数: {2}天</WULA_Maintenance_DegradationFactor_Explanation>
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<WULA_Maintenance_StatusThresholdFactor_Explanation>\n• 轻微故障阈值: {0}\n• 严重故障阈值: {1}\n• 完全故障阈值: {2}</WULA_Maintenance_StatusThresholdFactor_Explanation>
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<WULA_Maintenance_DamageToMaintenanceFactor_Explanation>\n• 维护伤害: {0}/点伤害</WULA_Maintenance_DamageToMaintenanceFactor_Explanation>
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<WULA_Maintenance_MinorBreakdownThreshold_Explanation>\n• 轻微故障阈值: {0}</WULA_Maintenance_MinorBreakdownThreshold_Explanation>
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<WULA_Maintenance_MajorBreakdownThreshold_Explanation>\n• 严重故障阈值: {0}</WULA_Maintenance_MajorBreakdownThreshold_Explanation>
|
||
<WULA_Maintenance_CriticalFailureThreshold_Explanation>\n• 完全故障阈值: {0}</WULA_Maintenance_CriticalFailureThreshold_Explanation>
|
||
<!-- StatWorker_Energy -->
|
||
<WULA_Energy_Properties>能量系统属性:</WULA_Energy_Properties>
|
||
<WULA_Energy_MaxLevelOffset_PawnExplanation>机械乌拉能量上限偏移量:影响该个体的最大能量储备。</WULA_Energy_MaxLevelOffset_PawnExplanation>
|
||
<WULA_Energy_FallRateFactor_PawnExplanation>机械乌拉能量消耗速度:影响该个体的能量消耗速率。</WULA_Energy_FallRateFactor_PawnExplanation>
|
||
<WULA_Energy_RaceProperties>种族能量属性:</WULA_Energy_RaceProperties>
|
||
<WULA_Energy_MaxLevelOffset_RaceExplanation>机械乌拉能量上限偏移量:影响该种族的最大能量储备。</WULA_Energy_MaxLevelOffset_RaceExplanation>
|
||
<WULA_Energy_FallRateFactor_RaceExplanation>机械乌拉能量消耗速度:影响该种族的能量消耗速率。</WULA_Energy_FallRateFactor_RaceExplanation>
|
||
|
||
<!-- 默认标签和描述 -->
|
||
<WULA_SwitchableHediff_SwitchLabel>切换效果</WULA_SwitchableHediff_SwitchLabel>
|
||
<WULA_SwitchableHediff_SwitchDesc>点击打开菜单选择不同的效果模式</WULA_SwitchableHediff_SwitchDesc>
|
||
<WULA_SwitchableHediff_StatusLabel>当前效果:{0}</WULA_SwitchableHediff_StatusLabel>
|
||
<WULA_SwitchableHediff_StatusDesc>点击查看当前效果的详细信息</WULA_SwitchableHediff_StatusDesc>
|
||
|
||
<!-- 动态内容 -->
|
||
<WULA_SwitchableHediff_CurrentMode>当前:{0}</WULA_SwitchableHediff_CurrentMode>
|
||
<WULA_SwitchableHediff_CurrentDesc>{0}</WULA_SwitchableHediff_CurrentDesc>
|
||
<WULA_SwitchableHediff_SwitchedTo>已切换到:{0}</WULA_SwitchableHediff_SwitchedTo>
|
||
<WULA_SwitchableHediff_SelectMode>选择效果模式</WULA_SwitchableHediff_SelectMode>
|
||
<WULA_SwitchableHediff_CurrentModeInfo>当前效果:{0}\n\n{1}</WULA_SwitchableHediff_CurrentModeInfo>
|
||
<WULA_SwitchableHediff_CurrentEffect>当前效果:{0}</WULA_SwitchableHediff_CurrentEffect>
|
||
|
||
<!-- 通用术语 -->
|
||
<WULA_Unknown>未知</WULA_Unknown>
|
||
<WULA_None>无</WULA_None>
|
||
<WULA_NoDescription>暂无描述</WULA_NoDescription>
|
||
|
||
<WULA_CurrentExperience>当前经验: {0}</WULA_CurrentExperience>
|
||
<WULA_CurrentExperienceStat>当前经验</WULA_CurrentExperienceStat>
|
||
<WULA_CurrentExperienceDesc>此武器积累的总经验值</WULA_CurrentExperienceDesc>
|
||
|
||
<WULA_NextQualityProgress>下一个品质: {0} ({1})</WULA_NextQualityProgress>
|
||
<WULA_NextQuality>下一个品质</WULA_NextQuality>
|
||
<WULA_NextQualityDesc>在 {0} 经验时解锁</WULA_NextQualityDesc>
|
||
|
||
<WULA_CurrentQuality>当前品质</WULA_CurrentQuality>
|
||
<WULA_CurrentQualityDesc>此武器当前的品质等级</WULA_CurrentQualityDesc>
|
||
|
||
<WULA_MaxQuality>已达到最高品质: {0}</WULA_MaxQuality>
|
||
<WULA_TrackedSkill>提升自律核心经验所需技能: {0}</WULA_TrackedSkill>
|
||
|
||
<WULA_WeaponUpgraded>{0} 已升级为 {1} 品质!</WULA_WeaponUpgraded>
|
||
|
||
<!-- 可选的升级消息 -->
|
||
<WULA_WeaponEvolving>{0} 的自律核心正在随着其使用者获得的经验而进化,这将提升武器的品质</WULA_WeaponEvolving>
|
||
<WULA_WeaponMastering>{0} 的自律核心经验已达到最高水平!</WULA_WeaponMastering>
|
||
|
||
<!-- 中文翻译 -->
|
||
<WULA_EjectDataPack>弹出数据包</WULA_EjectDataPack>
|
||
<WULA_EjectDataPackDesc>将自律核心包含的数据提取为可被其他武器的自律核心吸收的数据包,武器将重置为初始状态。</WULA_EjectDataPackDesc>
|
||
<WULA_AbsorbDataPack>吸收数据包</WULA_AbsorbDataPack>
|
||
<WULA_AbsorbDataPackDesc>自律核心将吸收附近数据包中的经验来提升此武器的品质。</WULA_AbsorbDataPackDesc>
|
||
<WULA_DataPackExperience>存储经验: {0} (来自 {1})</WULA_DataPackExperience>
|
||
<WULA_DataPackEjected>经验核心已弹出,包含 {0} 经验</WULA_DataPackEjected>
|
||
<WULA_DataPackAbsorbed>从数据包吸收了 {0} 经验</WULA_DataPackAbsorbed>
|
||
<WULA_NoDataPackDef>未配置数据包定义</WULA_NoDataPackDef>
|
||
<WULA_NoExperienceToEject>没有数据可弹出</WULA_NoExperienceToEject>
|
||
<WULA_NoDataPackNearby>附近未找到兼容的数据包</WULA_NoDataPackNearby>
|
||
<WULA_DataPackEmpty>数据包中不包含经验</WULA_DataPackEmpty>
|
||
<WULA_DataPackCompMissing>数据包组件缺失</WULA_DataPackCompMissing>
|
||
<WULA_OverflowExperience>溢出经验: {0}</WULA_OverflowExperience>
|
||
<WULA_OverflowExperienceStat>溢出经验</WULA_OverflowExperienceStat>
|
||
<WULA_OverflowExperienceDesc>超过最大品质阈值的存储经验</WULA_OverflowExperienceDesc>
|
||
<WULA_OverflowStored>超出经验已存储</WULA_OverflowStored>
|
||
<WULA_DataPackPartiallyAbsorbed>吸收了 {0} 经验,{1} 转换为溢出数据包</WULA_DataPackPartiallyAbsorbed>
|
||
<WULA_DataPackOverflowOnly>所有 {0} 经验转换为溢出数据包(已达到最大品质)</WULA_DataPackOverflowOnly>
|
||
|
||
<WULA_ResearchRequired>使用该技能需要研究科技 {0}</WULA_ResearchRequired>
|
||
|
||
<!-- 轰炸能力相关翻译 -->
|
||
<SelectBombardmentStart>选择轰炸起点</SelectBombardmentStart>
|
||
<SelectBombardmentDirection>选择轰炸方向</SelectBombardmentDirection>
|
||
<CannotBombardInvalidLocation>无法在此位置进行轰炸</CannotBombardInvalidLocation>
|
||
<BombardmentInProgress>轰炸进行中</BombardmentInProgress>
|
||
<BombardmentCompleted>轰炸完成</BombardmentCompleted>
|
||
|
||
<WULA_GlobalFlyOverCooldown.CannotUseOutsideMap>无法在地图外使用</WULA_GlobalFlyOverCooldown.CannotUseOutsideMap>
|
||
<WULA_GlobalFlyOverCooldown.NoAvailableFacilities>轨道上的战舰没有可用的武器阵列(共{0}个,全部冷却中)</WULA_GlobalFlyOverCooldown.NoAvailableFacilities>
|
||
<WULA_GlobalFlyOverCooldown.FacilityStatus>武器阵列:{0}个就绪,{1}个冷却中</WULA_GlobalFlyOverCooldown.FacilityStatus>
|
||
<WULA_GlobalFlyOverCooldown.FacilityStatusError>设施状态错误</WULA_GlobalFlyOverCooldown.FacilityStatusError>
|
||
<WULA_GlobalFlyOverCooldown.FacilityStatusDetailed>武器阵列:{0}个就绪,{1}个冷却中</WULA_GlobalFlyOverCooldown.FacilityStatusDetailed>
|
||
<WULA_GlobalFlyOverCooldown.CooldownTime>使用此支援后,武器阵列的冷却时间:{0}</WULA_GlobalFlyOverCooldown.CooldownTime>
|
||
<WULA_GlobalFlyOverCooldown.NoAvailableFacilitiesSimple>没有可用的武器阵列</WULA_GlobalFlyOverCooldown.NoAvailableFacilitiesSimple>
|
||
|
||
<!-- FlyOverCooldown 翻译 -->
|
||
<WULA_FlyOverCooldown.Ready>就绪</WULA_FlyOverCooldown.Ready>
|
||
<WULA_FlyOverCooldown.CooldownRemaining>冷却:{0}</WULA_FlyOverCooldown.CooldownRemaining>
|
||
<WULA_FlyOverCooldown.BombardmentFacilityStatus>武器阵列:{0}</WULA_FlyOverCooldown.BombardmentFacilityStatus>
|
||
<WULA_FlyOverCooldown.BombardmentFacilityReady>武器阵列:就绪</WULA_FlyOverCooldown.BombardmentFacilityReady>
|
||
|
||
<SkyfallerPawnLanded>战争机械已部署</SkyfallerPawnLanded>
|
||
|
||
<DisappearWithEffect_TimeRemaining>剩余时间: {0}</DisappearWithEffect_TimeRemaining>
|
||
|
||
<WULA_TaxCollection.Waiting>征收:等待激活...</WULA_TaxCollection.Waiting>
|
||
<WULA_TaxCollection.Status>需要提交到乌拉帝国舰队的资源:{0} {1} {2}</WULA_TaxCollection.Status>
|
||
<WULA_TaxCollection.Status.Succeeded>- 已完成</WULA_TaxCollection.Status.Succeeded>
|
||
<WULA_TaxCollection.Status.Failed>- 逾期</WULA_TaxCollection.Status.Failed>
|
||
|
||
<!-- 区域护盾Gizmo文本 -->
|
||
<ShieldOfflineByMoving>未激活-移动中</ShieldOfflineByMoving>
|
||
|
||
<ToggleAreaDamage>切换区域伤害</ToggleAreaDamage>
|
||
<ToggleAreaDamageDesc>启用或禁用区域伤害效果</ToggleAreaDamageDesc>
|
||
<AreaDamageEnabled>区域伤害:已启用</AreaDamageEnabled>
|
||
<AreaDamageDisabled>区域伤害:已禁用</AreaDamageDisabled>
|
||
|
||
<WULA_SwitchWeapon>更换武器</WULA_SwitchWeapon>
|
||
<WULA_SwitchWeapon_Desc>扔掉当前武器,并装备该单位的初始武器</WULA_SwitchWeapon_Desc>
|
||
<WULA_WeaponSwitched>{0} 更换了武器为 {1}</WULA_WeaponSwitched>
|
||
<WULA_NoWeaponAvailable>{0} 没有可用的武器类型</WULA_NoWeaponAvailable>
|
||
|
||
<WULA_HideAreaShieldLabel>隐藏区域反射盾</WULA_HideAreaShieldLabel>
|
||
<WULA_ShowAreaShieldLabel>显示区域反射盾</WULA_ShowAreaShieldLabel>
|
||
<WULA_HideAreaShieldDesc>隐藏该单位的区域反射盾,这不会影响其实际功能,仅影响视觉效果</WULA_HideAreaShieldDesc>
|
||
<WULA_ShowAreaShieldDesc>显示该单位的区域反射盾,这不会影响其实际功能,仅影响视觉效果</WULA_ShowAreaShieldDesc>
|
||
|
||
<!-- Building_MechanoidRecycler.cs -->
|
||
<WULA_RecyclerFull>地堡已满。</WULA_RecyclerFull>
|
||
<WULA_MechRecycled>已回收 {0}。 (当前: {1}/{2})</WULA_MechRecycled>
|
||
<WULA_NoMechsToConvert>没有可转换的乌拉猫猫。</WULA_NoMechsToConvert>
|
||
<WULA_NotEnoughMechs>地堡内的的乌拉猫猫不足。</WULA_NotEnoughMechs>
|
||
<WULA_ConvertingMechs>正在将地堡内的{0}个乌拉猫猫转换为{1}。</WULA_ConvertingMechs>
|
||
<WULA_RecycleNearbyMechs>呼叫乌拉猫猫进驻</WULA_RecycleNearbyMechs>
|
||
<WULA_RecycleNearbyMechsDesc>呼叫{0}格内的乌拉猫猫前来报到,以便转换为其他类型的猫猫,或是使用地堡内武器抵御敌军。</WULA_RecycleNearbyMechsDesc>
|
||
<WULA_StorageFull>地堡存储已满。</WULA_StorageFull>
|
||
<WULA_ConvertMechs>释放乌拉猫猫</WULA_ConvertMechs>
|
||
<WULA_ConvertMechsDesc>将地堡内的乌拉猫猫释放出来,它们可以在离开前重新选择装备以转变类型。\n容量:{0}/{1}</WULA_ConvertMechsDesc>
|
||
<WULA_NoAvailableMechs>地堡内没有乌拉猫猫待命。</WULA_NoAvailableMechs>
|
||
<WULA_NoNearbyRecyclableMechs>附近没有可回收的乌拉猫猫。</WULA_NoNearbyRecyclableMechs>
|
||
<WULA_MechsOrderedToRecycle>已调用 {0} 个乌拉猫猫回到地堡。</WULA_MechsOrderedToRecycle>
|
||
<WULA_StoredMechs>容量: {0}/{1}</WULA_StoredMechs>
|
||
<WULA_TransformCooldown>转换冷却: {0} 小时</WULA_TransformCooldown>
|
||
|
||
<!-- CompTransformAtFullCapacity.cs -->
|
||
<WULA_BuildingCooldown>建筑刚部署,需要等待 {0} 小时后才能转换</WULA_BuildingCooldown>
|
||
<WULA_NeedMoreMechs>需要进驻 {0} 个乌拉猫猫,当前: {1}/{2}</WULA_NeedMoreMechs>
|
||
<WULA_CooldownRemaining>冷却时间剩余: {0} 小时</WULA_CooldownRemaining>
|
||
<WULA_TargetUnit>目标单位: {0}</WULA_TargetUnit>
|
||
<WULA_MechsRequired>需要乌拉猫猫: {0} 个</WULA_MechsRequired>
|
||
<WULA_BuildingTransformedToPawn>{0} 已转换为 {1}</WULA_BuildingTransformedToPawn>
|
||
|
||
<!-- CompTransformIntoBuilding.cs -->
|
||
<WULA_UnitNotSpawned>单位未生成或已销毁</WULA_UnitNotSpawned>
|
||
<WULA_CannotDetermineBuildingType>无法确定目标建筑类型</WULA_CannotDetermineBuildingType>
|
||
<WULA_NoSuitablePositionFound>周围没有找到合适的放置位置</WULA_NoSuitablePositionFound>
|
||
<WULA_DeployingAtNearbyPosition>将在附近位置 {0} 部署建筑</WULA_DeployingAtNearbyPosition>
|
||
<WULA_CannotDeployBuilding>无法部署建筑: {0}</WULA_CannotDeployBuilding>
|
||
<WULA_PawnDeployedAsBuilding>{0} 已部署为 {1}</WULA_PawnDeployedAsBuilding>
|
||
<WULA_WillRestoreTo>将恢复为: {0}</WULA_WillRestoreTo>
|
||
<WULA_MaxStorageCapacity>最大存储容量: {0} 个乌拉猫猫</WULA_MaxStorageCapacity>
|
||
<WULA_PositionValid>✓ 当前位置可以放置建筑</WULA_PositionValid>
|
||
<WULA_PositionInvalid>✗ {0}</WULA_PositionInvalid>
|
||
|
||
<WULA_TeleportFailedNoValidLocation>传送后无有效落脚位置,已取消传送。</WULA_TeleportFailedNoValidLocation>
|
||
<WULA_CannotTeleportToLocation>无效传送位置</WULA_CannotTeleportToLocation>
|
||
|
||
<!-- CompAbilityEffect_PullTarget.cs -->
|
||
<WULA_InvalidPullTarget>无法拉取该目标</WULA_InvalidPullTarget>
|
||
<WULA_TargetTooLarge>{0} 体型过大,无法拉取(最大体型:{1})</WULA_TargetTooLarge>
|
||
<WULA_PullFailedNoValidLocation>拉取失败:找不到合适的落地位置</WULA_PullFailedNoValidLocation>
|
||
<WULA_MustTargetPawn>必须选择一个生物作为目标</WULA_MustTargetPawn>
|
||
<WULA_TargetOutOfRange>目标超出范围(最大范围:{0})</WULA_TargetOutOfRange>
|
||
<WULA_TargetTooClose>目标距离过近(最小距离:{0}格)</WULA_TargetTooClose>
|
||
<WULA_NoLineOfSight>没有视线到目标</WULA_NoLineOfSight>
|
||
<WULA_CannotPullTarget>无法拉取该目标</WULA_CannotPullTarget>
|
||
|
||
<!-- Area Teleporter Strings -->
|
||
<WULA_TeleporterEnabled>传送器已启用</WULA_TeleporterEnabled>
|
||
<WULA_TeleporterDisabled>传送器已禁用</WULA_TeleporterDisabled>
|
||
<WULA_TeleporterEnable>启用传送器</WULA_TeleporterEnable>
|
||
<WULA_TeleporterEnableDesc>启用区域传送功能,允许机械乌拉在其覆盖范围内以传送代替常规移动。</WULA_TeleporterEnableDesc>
|
||
<WULA_TeleporterDisable>禁用传送器</WULA_TeleporterDisable>
|
||
<WULA_TeleporterDisableDesc>禁用区域传送功能,在其附近的机械乌拉使用常规移动而非传送。</WULA_TeleporterDisableDesc>
|
||
|
||
<!-- Value Converter Strings -->
|
||
<WULA_ConvertToSilver>向舰队贩卖物资</WULA_ConvertToSilver>
|
||
<WULA_ConvertToSilverDesc>将输送舱发射到乌拉帝国舰队,所有物品的价值按照 {0} 的比率转换为白银储存在舰队物资中</WULA_ConvertToSilverDesc>
|
||
<WULA_CannotConvert>无法贩卖:包含禁止物品或容器为空</WULA_CannotConvert>
|
||
<WULA_NoItemsToConvert>没有可贩卖的物品</WULA_NoItemsToConvert>
|
||
<WULA_NoValuableItems>没有有价值的物品</WULA_NoValuableItems>
|
||
<WULA_ConversionValueTooLow>贩卖价值过低</WULA_ConversionValueTooLow>
|
||
<WULA_ConversionCancelledDueToForbiddenItems>贩卖取消:包含禁止物品:{0}</WULA_ConversionCancelledDueToForbiddenItems>
|
||
<WULA_ValueConverted>成功将价值 {0} 的物品转换为 {1} 白银</WULA_ValueConverted>
|
||
<WULA_ValueConvertedWithLoss>成功将价值 {0} 的物品转换为 {1} 白银(转换率:{2})</WULA_ValueConvertedWithLoss>
|
||
<WULA_ValueConvertedWithBonus>成功将价值 {0} 的物品转换为 {1} 白银(奖励率:{2})</WULA_ValueConvertedWithBonus>
|
||
<WULA_CurrentValueInContainer>容器内物品总价值:{0}</WULA_CurrentValueInContainer>
|
||
<WULA_PotentialSilver>可转换白银:{0}</WULA_PotentialSilver>
|
||
<WULA_ConversionRate>转换率:{0}</WULA_ConversionRate>
|
||
<WULA_ConversionEfficiency>转换效率:{0}</WULA_ConversionEfficiency>
|
||
<WULA_ConversionEfficiencyLoss>(有损耗)</WULA_ConversionEfficiencyLoss>
|
||
<WULA_ConversionEfficiencyBonus>(有加成)</WULA_ConversionEfficiencyBonus>
|
||
<WULA_ConversionEfficiencyNormal>(等值转换)</WULA_ConversionEfficiencyNormal>
|
||
|
||
|
||
<!-- 价值转换器翻译 -->
|
||
<WULA_ConvertToCurrency>向舰队贩卖物资</WULA_ConvertToCurrency>
|
||
<WULA_ConvertToCurrencyDesc>将输送舱发射到乌拉帝国舰队,所有物品的价值按照 {1}% 的比率转换为 {0} 储存在舰队物资中。</WULA_ConvertToCurrencyDesc>
|
||
<WULA_CurrentTotalValue>当前总价值:{0}</WULA_CurrentTotalValue>
|
||
<WULA_ConvertedValue>转换后价值:{0} {1}</WULA_ConvertedValue>
|
||
<WULA_ContainedItems>包含物品:</WULA_ContainedItems>
|
||
<WULA_ItemListEntry> - {0} x{1}</WULA_ItemListEntry>
|
||
|
||
<!-- 错误和状态消息 -->
|
||
<WULA_ConverterNotSpawned>转换器必须被放置在地图上才能使用。</WULA_ConverterNotSpawned>
|
||
<WULA_NoItemsToConvert>没有可贩卖的物品</WULA_NoItemsToConvert>
|
||
<WULA_ConvertedValueTooLow>贩卖后的价值太低,无法生成任何货币。</WULA_ConvertedValueTooLow>
|
||
<WULA_ConversionComplete>已将{0}件物品(总价值{1})贩卖,得到 {2} {3}。</WULA_ConversionComplete>
|
||
<WULA_ConvertedItems>已贩卖物品:{0}</WULA_ConvertedItems>
|
||
<WULA_ConversionRatioApplied>转换率:{0}%</WULA_ConversionRatioApplied>
|
||
|
||
<!-- 垃圾屏蔽相关(如果使用) -->
|
||
<WULA_LaunchCancelledDueToForbiddenItems>由于包含禁止物品,发射已取消:{0}</WULA_LaunchCancelledDueToForbiddenItems>
|
||
|
||
<WULA_TransferSilver>退钱!</WULA_TransferSilver>
|
||
<WULA_TransferSilverDesc>将储存在乌拉帝国舰队中的 {0} 白银索要回来,它们会随着下一次成品空投一起空投。</WULA_TransferSilverDesc>
|
||
<WULA_ConfirmTransferSilver>你确定要取出储存在乌拉帝国舰队的 {0} 白银?</WULA_ConfirmTransferSilver>
|
||
<WULA_NoSilverToTransfer>没有任何白银被存在乌拉帝国舰队</WULA_NoSilverToTransfer>
|
||
<WULA_SilverTransferred>已取出 {0} 白银,它们会随着下一次成品空投一起空投。</WULA_SilverTransferred>
|
||
<WULA_TransferFailed>无法取出白银</WULA_TransferFailed>
|
||
<WULA_TransferError>取出白银时发生错误</WULA_TransferError>
|
||
|
||
<WULA_TrapLauncherTriggered>感应地雷已启动!</WULA_TrapLauncherTriggered>
|
||
|
||
<WULA_Designator_CallSkyfallerInArea>区域空投</WULA_Designator_CallSkyfallerInArea>
|
||
<WULA_Designator_CallSkyfallerInAreaDesc>标记一块区域,激活其中所有需要空投的乌拉帝国建筑和战争机械体。\n\n区域空投依然需要计算材料消耗,如果材料不足则不会进行空投。</WULA_Designator_CallSkyfallerInAreaDesc>
|
||
<WULA_AreaCallInitiated>区域空投已下达</WULA_AreaCallInitiated>
|
||
<WULA_NoCallableBuildingsInArea>区域内没有可接受空投指令的乌拉帝国空投区</WULA_NoCallableBuildingsInArea>
|
||
|
||
<WULA_AbilityRequiresNonHostility>与{0}敌对时无法使用此能力</WULA_AbilityRequiresNonHostility>
|
||
</LanguageData> |