mirror of
https://github.com/yairm210/Unciv.git
synced 2025-02-20 19:56:51 +01:00
Version rollout (#10519)
* Bump version and create initial changelog entry * Update Dutch.properties (#10513) * Update French.properties (#10506) * Update Italian.properties (#10504) * Update Polish.properties (#10502) * Update Polish.properties * Update Polish.properties * Update Polish.properties * Update Brazilian_Portuguese.properties (#10495) * Update Catalan.properties (#10479) --------- Co-authored-by: yairm210 <yairm210@users.noreply.github.com> Co-authored-by: Lena Bullens <95299589+LenaBullens@users.noreply.github.com> Co-authored-by: Ouaz <Ouaz@users.noreply.github.com> Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com> Co-authored-by: Lesiakower <125187776+Lesiakower@users.noreply.github.com> Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com> Co-authored-by: Joan Josep <juanjo.ng.83@gmail.com>
This commit is contained in:
parent
98c3c446c5
commit
9488aa6415
|
|
@ -4564,8 +4564,7 @@ Tundra = Tundra
|
|||
Desert = Deserto
|
||||
|
||||
Lakes = Lagos
|
||||
# Requires translation!
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). =
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). = Os lagos fornecem água doce aos painéis adjacentes, permitindo a agricultura onde de outra forma não seria possível (semelhante a rios e oásis).
|
||||
Oasis = Oásis
|
||||
Farm = Fazenda
|
||||
|
||||
|
|
@ -4585,8 +4584,7 @@ Only Polders can be built here = Apenas Polders podem ser construídos aqui
|
|||
|
||||
Fallout = Abrigo
|
||||
|
||||
# Requires translation!
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). =
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). = Os oásis fornecem água doce aos painéis adjacentes, permitindo a agricultura onde de outra forma não seria possível (semelhante a rios e lagos).
|
||||
|
||||
Flood plains = Planícies alagadas
|
||||
|
||||
|
|
@ -4594,16 +4592,11 @@ Ice = Gelo
|
|||
|
||||
Atoll = Atol
|
||||
|
||||
# Requires translation!
|
||||
Rivers exist on tile edges, not as terrain feature per se. =
|
||||
# Requires translation!
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. =
|
||||
# Requires translation!
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). =
|
||||
# Requires translation!
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. =
|
||||
# Requires translation!
|
||||
When attacking across a river, the attacker gets a -20% strength malus. =
|
||||
Rivers exist on tile edges, not as terrain feature per se. = Os rios existem nas bordas dos painéis, não como uma característica do terreno em si.
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. = Os painéis de ambos os lados ganham seus benefícios. Esses benefícios não se acumulam.
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). = O painel tem acesso a água doce, permitindo a agricultura onde de outra forma não seria possível (semelhante a Oásis e Lagos).
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. = O movimento através dos rios usa todos os pontos de movimento restantes de uma unidade, a menos que haja uma ponte.
|
||||
When attacking across a river, the attacker gets a -20% strength malus. = Ao atacar através de um rio, o atacante recebe uma penalidade de força de -20%.
|
||||
Road = Estrada
|
||||
Amphibious = Anfíbio
|
||||
|
||||
|
|
|
|||
|
|
@ -1794,8 +1794,8 @@ Next page = Pàgina següent
|
|||
Open Github page = Obre la pàgina GitHub
|
||||
Permanent audiovisual mod = Mod audiovisual permanent
|
||||
Installed = Instal·lats
|
||||
Downloaded! = s’ha descarregat correctament.
|
||||
[modName] Downloaded! = s’ha descarregat el mod [modName].
|
||||
Downloaded! = S’ha descarregat correctament.
|
||||
[modName] Downloaded! = S’ha descarregat el mod [modName].
|
||||
Could not download [modName] = El mod [modName] no s’ha pogut descarregar.
|
||||
Online query result is incomplete = El resultat de la consulta en línia és incomplet.
|
||||
Sorting and filtering needs to wait until the online query finishes = Per a ordenar i filtrar, cal esperar que la consulta en línia acabi.
|
||||
|
|
@ -1951,8 +1951,7 @@ Roads connect tiles across rivers = Les carreteres també connecten caselles a t
|
|||
No Maintenance costs for improvements in [tileFilter] tiles = Les millores en caselles [tileFilter] no tenen costos de manteniment.
|
||||
[relativeAmount]% tile improvement construction time = [relativeAmount] % de temps de construcció de millores de casella
|
||||
[relativeAmount]% maintenance cost for buildings [cityFilter] = [relativeAmount] % de cost de manteniment dels edificis [cityFilter]
|
||||
# Requires translation!
|
||||
Remove [buildingFilter] [cityFilter] =
|
||||
Remove [buildingFilter] [cityFilter] = Treu [buildingFilter] [cityFilter]
|
||||
[relativeAmount]% Culture cost of natural border growth [cityFilter] = [relativeAmount] % de cost cultural per al creixement de frontera natural [cityFilter]
|
||||
[relativeAmount]% Gold cost of acquiring tiles [cityFilter] = [relativeAmount] % de cost d’or per adquirir caselles [cityFilter]
|
||||
Each city founded increases culture cost of policies [relativeAmount]% less than normal = Cada ciutat fundada augmenta el cost de cultura de les polítiques un [relativeAmount] % menys del normal.
|
||||
|
|
@ -2211,8 +2210,7 @@ if starting in the [era] = si es comença a l’[era]
|
|||
if no other Civilization has researched this = si cap altra civilització l’ha recercat
|
||||
after discovering [tech] = després de descobrir «[tech]»
|
||||
before discovering [tech] = abans de descobrir «[tech]»
|
||||
# Requires translation!
|
||||
if no other Civilization has adopted this =
|
||||
if no other Civilization has adopted this = si cap altra civilització l’ha adoptat
|
||||
after adopting [policy/belief] = després d’adoptar «[policy/belief]»
|
||||
before adopting [policy/belief] = abans d’adoptar «[policy/belief]»
|
||||
before founding a Pantheon = abans de fundar un panteó
|
||||
|
|
@ -2226,10 +2224,8 @@ with [resource] = amb [resource]
|
|||
without [resource] = sense [resource]
|
||||
when above [amount] [stat/resource] = quan s’estigui per damunt de [amount] [stat/resource]
|
||||
when below [amount] [stat/resource] = quan s’estigui per sota de [amount] [stat/resource]
|
||||
# Requires translation!
|
||||
when above [amount] [stat] (modified by game speed) =
|
||||
# Requires translation!
|
||||
when below [amount] [stat] (modified by game speed) =
|
||||
when above [amount] [stat] (modified by game speed) = quan s’estigui per damunt de [amount] [stat] (modificat per la velocitat de la partida)
|
||||
when below [amount] [stat] (modified by game speed) = quan s’estigui per sota de [amount] [stat] (modificat per la velocitat de la partida)
|
||||
in this city = en aquesta ciutat
|
||||
in cities with a [buildingFilter] = en ciutats amb un [buildingFilter]
|
||||
in cities without a [buildingFilter] = en ciutats sense [buildingFilter]
|
||||
|
|
@ -2317,8 +2313,7 @@ upon being promoted = quan la unitat rep un ascens
|
|||
upon losing at least [amount] HP in a single attack = quan perd com a mínim [amount] PV en un sol atac
|
||||
upon ending a turn in a [tileFilter] tile = quan acaba el torn en una casella de tipus [tileFilter]
|
||||
Hidden after generating a Great Prophet = Amagat després de generar un gran profeta.
|
||||
# Requires translation!
|
||||
hidden from users =
|
||||
hidden from users = amagat als usuaris
|
||||
Mod is incompatible with [modFilter] = El mod no és compatible amb [modFilter]
|
||||
Should only be used as permanent audiovisual mod = Només es pot fer servir com a mod audiovisual permanent
|
||||
Can be used as permanent audiovisual mod = Es pot fer servir com a mod audiovisual permanent
|
||||
|
|
@ -4569,8 +4564,7 @@ Tundra = Tundra
|
|||
Desert = Desert
|
||||
|
||||
Lakes = Llacs
|
||||
# Requires translation!
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). =
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). = Els llacs proporcionen aigua dolça a les caselles adjacents i permeten cultivar en llocs on habitualment no es pot, de manera similar a com ho fan els rius i els oasis.
|
||||
Oasis = Oasi
|
||||
Farm = Granja
|
||||
|
||||
|
|
@ -4590,8 +4584,7 @@ Only Polders can be built here = Aquí només es poden construir pòlders.
|
|||
|
||||
Fallout = Terreny radioactiu
|
||||
|
||||
# Requires translation!
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). =
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). = Els oasis proporcionen aigua dolça a les caselles adjacents i permeten cultivar en llocs on habitualment no es pot, de manera similar a com ho fan els rius i els llacs.
|
||||
|
||||
Flood plains = Plana inundada
|
||||
|
||||
|
|
@ -4599,16 +4592,11 @@ Ice = Gel
|
|||
|
||||
Atoll = Atol·ló
|
||||
|
||||
# Requires translation!
|
||||
Rivers exist on tile edges, not as terrain feature per se. =
|
||||
# Requires translation!
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. =
|
||||
# Requires translation!
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). =
|
||||
# Requires translation!
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. =
|
||||
# Requires translation!
|
||||
When attacking across a river, the attacker gets a -20% strength malus. =
|
||||
Rivers exist on tile edges, not as terrain feature per se. = Els rius existeixen a les vores de les caselles. No són una característica del terreny per se.
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. = Les caselles d’ambdues vores n’obtenen els beneficis, que no són acumulables.
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). = La casella té accés a aigua dolça i permet cultivar en llocs on habitualment no es pot.
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. = Moure’s a través de rius on no hi ha ponts fa que una unitat gasti tots els punts de moviment.
|
||||
When attacking across a river, the attacker gets a -20% strength malus. = Quan s’ataca a una unitat per sobre d’un riu, l’atacant rep una penalització del -20 % a la força.
|
||||
Road = Carretera
|
||||
Amphibious = Amfibi
|
||||
|
||||
|
|
|
|||
|
|
@ -2313,8 +2313,7 @@ upon being promoted = na gepromoveerd te worden
|
|||
upon losing at least [amount] HP in a single attack = na minstens [amount] HP te verliezen in een enkele aanval
|
||||
upon ending a turn in a [tileFilter] tile = na het beindigen van een beurt in een [tileFilter] tegel
|
||||
Hidden after generating a Great Prophet = Verborgen na het genereren van een Grote Profeet
|
||||
# Requires translation!
|
||||
hidden from users =
|
||||
hidden from users = Verborgen voor gebruikers
|
||||
Mod is incompatible with [modFilter] = Mod is niet compatibel met [modFilter]
|
||||
Should only be used as permanent audiovisual mod = Wordt best enkel gebruikt als een permanente audiovisuele mod
|
||||
Can be used as permanent audiovisual mod = Kan gebruikt worden als een permanente audiovisuele mod
|
||||
|
|
@ -4565,8 +4564,7 @@ Tundra = Toendra
|
|||
Desert = Woestijn
|
||||
|
||||
Lakes = Meren
|
||||
# Requires translation!
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). =
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). = Meren voorzien aangrenzende tegels van zoet water, waardoor landbouw mogelijk is waar dit anders niet mogelijk zou zijn (vergelijkbaar met Rivieren en Oases).
|
||||
Oasis = Oase
|
||||
Farm = Boerderij
|
||||
|
||||
|
|
@ -4586,8 +4584,7 @@ Only Polders can be built here = Alleen polders kunnen hier worden gebouwd
|
|||
|
||||
Fallout = Fall-out
|
||||
|
||||
# Requires translation!
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). =
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). = Oases voorzien aangrenzende tegels van zoet water, waardoor landbouw mogelijk is waar dit anders niet mogelijk zou zijn (vergelijkbaar met Rivieren en Meren).
|
||||
|
||||
Flood plains = Riviervlakte
|
||||
|
||||
|
|
@ -4595,16 +4592,11 @@ Ice = IJs
|
|||
|
||||
Atoll = Atol
|
||||
|
||||
# Requires translation!
|
||||
Rivers exist on tile edges, not as terrain feature per se. =
|
||||
# Requires translation!
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. =
|
||||
# Requires translation!
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). =
|
||||
# Requires translation!
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. =
|
||||
# Requires translation!
|
||||
When attacking across a river, the attacker gets a -20% strength malus. =
|
||||
Rivers exist on tile edges, not as terrain feature per se. = Rivieren bestaan op tegelranden, niet per se als terreinkenmerk op zichzelf.
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. = Tegels aan beide zijden profiteren van haar voordelen. Deze voordelen zijn niet cumulatief.
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). = De tegel heeft toegang tot zoet water, waardoor landbouw mogelijk is waar dit anders niet mogelijk zou zijn (vergelijkbaar met Oases en Meren).
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. = Voor verplaatsingen over rivieren worden alle resterende verplaatsingspunten van een eenheid gebruikt, tenzij er een brug is.
|
||||
When attacking across a river, the attacker gets a -20% strength malus. = Bij een aanval over een rivier wordt de kracht van de aanvaller met 20% verminderd.
|
||||
Road = Weg
|
||||
Amphibious = Amfibisch
|
||||
|
||||
|
|
|
|||
|
|
@ -1410,11 +1410,11 @@ Show global politics = Afficher Politique Mondiale
|
|||
Show diagram = Afficher Diagramme
|
||||
At war with [enemy] = En guerre avec [enemy]
|
||||
Defensive pact with [civName] = Pacte de défense avec [civName]
|
||||
Friends with [civName] = Ami avec [civName]
|
||||
Friends with [civName] = Amitié avec [civName]
|
||||
an unknown civilization = une civilisation inconnue
|
||||
[numberOfTurns] Turns Left = [numberOfTurns] tours restants
|
||||
Denounced [otherCiv] = A dénoncé [otherCiv]
|
||||
Allied with [civName] = Allié avec [civName]
|
||||
Allied with [civName] = Alliance avec [civName]
|
||||
Civilization Info = Info Civilisation
|
||||
Relations = Relations
|
||||
Trade request = Échanges proposés
|
||||
|
|
@ -4565,7 +4565,7 @@ Desert = Désert
|
|||
|
||||
Lakes = Lacs
|
||||
# Requires translation!
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). =
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). = Les lacs fournissent de l'eau douce aux cases adjacentes, permettant d'aménager des fermes sur les cases où cela est impossible par défaut (effet semblable aux Rivières et Oasis).
|
||||
Oasis = Oasis
|
||||
Farm = Ferme
|
||||
|
||||
|
|
@ -4586,7 +4586,7 @@ Only Polders can be built here = Seuls des Polders peuvent être construits ici
|
|||
Fallout = Retombées radioactives
|
||||
|
||||
# Requires translation!
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). =
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). = Les oasis fournissent de l'eau douce aux cases adjacentes, permettant d'aménager des fermes sur les cases où cela est impossible par défaut (effet semblable aux Rivières et Lacs).
|
||||
|
||||
Flood plains = Plaines inondables
|
||||
|
||||
|
|
@ -4595,15 +4595,15 @@ Ice = Glace
|
|||
Atoll = Atoll
|
||||
|
||||
# Requires translation!
|
||||
Rivers exist on tile edges, not as terrain feature per se. =
|
||||
Rivers exist on tile edges, not as terrain feature per se. = Les rivières se trouvent sur les bords des cases, et ne constituent pas un type de terrain en tant que tel.
|
||||
# Requires translation!
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. =
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. = Les cases situées de part et d'autre d'une rivière reçoivent ses bénéfices. Ces derniers ne s'additionnent pas.
|
||||
# Requires translation!
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). =
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). = Les cases ont accès à de l'eau douce, permettant ainsi d'aménager des fermes où cela est impossible par défaut (effet semblable aux Oasis et Lacs).
|
||||
# Requires translation!
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. =
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. = Un déplacement par-delà une rivière consomme tous les points de mouvement restants d'une unité, à moins de passer par un pont.
|
||||
# Requires translation!
|
||||
When attacking across a river, the attacker gets a -20% strength malus. =
|
||||
When attacking across a river, the attacker gets a -20% strength malus. = En attaquant par-delà une rivière, l'unité offensive subit une pénalité de puissance de -20%.
|
||||
Road = Route
|
||||
Amphibious = Amphibie
|
||||
|
||||
|
|
|
|||
|
|
@ -4565,8 +4565,7 @@ Tundra = Tundra
|
|||
Desert = Deserto
|
||||
|
||||
Lakes = Laghi
|
||||
# Requires translation!
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). =
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). = I Laghi donano acqua fresca alle caselle adiacenti, permettendo la costruzione di campi agricoli dove altrimenti non sarebbe possibile (lo stesso vale per i Fiumi e le Oasi).
|
||||
Oasis = Oasi
|
||||
Farm = Fattoria
|
||||
|
||||
|
|
@ -4586,8 +4585,7 @@ Only Polders can be built here = Può ospitare solo Polder
|
|||
|
||||
Fallout = Scorie Radioattive
|
||||
|
||||
# Requires translation!
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). =
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). = Le Oasi donano acqua fresca alle caselle adiacenti, permettendo la costruzione di campi agricoli dove altrimenti non sarebbe possibile (lo stesso vale per i Fiumi e i Laghi).
|
||||
|
||||
Flood plains = Pianure allagate
|
||||
|
||||
|
|
@ -4595,16 +4593,11 @@ Ice = Ghiaccio
|
|||
|
||||
Atoll = Atollo
|
||||
|
||||
# Requires translation!
|
||||
Rivers exist on tile edges, not as terrain feature per se. =
|
||||
# Requires translation!
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. =
|
||||
# Requires translation!
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). =
|
||||
# Requires translation!
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. =
|
||||
# Requires translation!
|
||||
When attacking across a river, the attacker gets a -20% strength malus. =
|
||||
Rivers exist on tile edges, not as terrain feature per se. = I fiumi esistono sui confini delle caselle, non come caratteristica del terreno di per se.
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. = Le caselle su entrambi i lati ne ottengono i benefici, che però non sono accumulabili.
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). = La casella ha accesso all'acqua fresca, permettendo la costruzione di campi agricoli dove altrimenti non sarebbe possibile (lo stesso vale per le Oasi e i Laghi).
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. = Attraversare un fiume consuma tutti i punti movimento rimanenti di un'unità, a meno che non ci sia un ponte.
|
||||
When attacking across a river, the attacker gets a -20% strength malus. = Le unità che attaccano attraversando un fiume ottengono un malus del 20% alla forza.
|
||||
Road = Strada
|
||||
Amphibious = Attacco anfibio
|
||||
|
||||
|
|
|
|||
|
|
@ -4567,7 +4567,7 @@ Desert = Pustynia
|
|||
|
||||
Lakes = Jezioro
|
||||
# Requires translation!
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). =
|
||||
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). = Jeziora zapewniają wodę pitną przyległym polom, dzięki czemu można budować farmy tam, gdzie bez nich byłoby to niemożliwe (podobnie jest z Rzekami i Oazami).
|
||||
Oasis = Oaza
|
||||
Farm = Farma
|
||||
|
||||
|
|
@ -4588,7 +4588,7 @@ Only Polders can be built here = Na tym terenie można zbudować tylko Poldery
|
|||
Fallout = Skażenie radioaktywne
|
||||
|
||||
# Requires translation!
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). =
|
||||
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). = Oazy zapewniają wodę pitną przyległym polom, dzięki czemu można budować farmy tam, gdzie bez nich byłoby to niemożliwe (podobnie jest z Rzekami i Jeziorami).
|
||||
|
||||
Flood plains = Tereny zalewowe
|
||||
|
||||
|
|
@ -4597,15 +4597,15 @@ Ice = Lodowiec
|
|||
Atoll = Atol
|
||||
|
||||
# Requires translation!
|
||||
Rivers exist on tile edges, not as terrain feature per se. =
|
||||
Rivers exist on tile edges, not as terrain feature per se. = Rzeki występują na krańcach pól, nie jako obiekt terenowy sam w sobie.
|
||||
# Requires translation!
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. =
|
||||
Tiles on both sides gain its benefits. These benefits do not stack. = Pola po obydwu stronach zyskują korzyści które się nie nakładają.
|
||||
# Requires translation!
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). =
|
||||
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). = Pole ma dostęp do wody pitnej, dzięki czemu można budować na nim farmy, w przeciwnym bowiem razie byłoby to niemożliwe (podobnie jest z Oazami i Jeziorami).
|
||||
# Requires translation!
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. =
|
||||
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. = Przekroczenie rzeki zużywa wszystkie pozostałe punkty ruchu jednostki, chyba że przechodzi ona przez most nad tą rzeką.
|
||||
# Requires translation!
|
||||
When attacking across a river, the attacker gets a -20% strength malus. =
|
||||
When attacking across a river, the attacker gets a -20% strength malus. = Gdy atak odbywa się przez rzekę, atakujący traci 20% siły ataku.
|
||||
Road = Droga
|
||||
Amphibious = Desant
|
||||
|
||||
|
|
|
|||
|
|
@ -4,8 +4,8 @@ package com.unciv.build
|
|||
object BuildConfig {
|
||||
const val kotlinVersion = "1.8.21"
|
||||
const val appName = "Unciv"
|
||||
const val appCodeNumber = 928
|
||||
const val appVersion = "4.8.18"
|
||||
const val appCodeNumber = 929
|
||||
const val appVersion = "4.8.19"
|
||||
|
||||
const val gdxVersion = "1.12.1"
|
||||
const val ktorVersion = "2.2.3"
|
||||
|
|
|
|||
34
changelog.md
34
changelog.md
|
|
@ -1,3 +1,37 @@
|
|||
## 4.8.19
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Tile filter
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Improvement filter
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Terrain filter
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Building filter
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Nation and Civ filters
|
||||
|
||||
Modding: Added "non-[filter]" filtering for unit filters
|
||||
|
||||
Modding: Added "[relativeAmount] Air Interception Range" unique
|
||||
|
||||
Resolved - Add/remove attack images on the tile, even if the attacked unit has meanwhile been killed
|
||||
|
||||
Resolved - *internal* tilesets to load are now determined pre-loading, to minimize concurrent modification exceptions
|
||||
|
||||
Resolved - dim resources on tiles not immediately visible
|
||||
|
||||
By SomeTroglodyte:
|
||||
- Allow controlling Android fullscreen from options
|
||||
- (UX, minor) Change "took tile damage" notification to **select** the poor victim
|
||||
|
||||
Fix unit triggers not triggering/triggering off the wrong units - By SeventhM
|
||||
|
||||
AI diplomacy balancing - By tuvus
|
||||
|
||||
Add files via upload - By GeneralWadaling
|
||||
|
||||
Test/add tests for cityexpansionmanager - By Framonti
|
||||
|
||||
## 4.8.18
|
||||
|
||||
Modding: Added Human and AI filters, separated civFilter from nationFilter
|
||||
|
|
|
|||
|
|
@ -544,7 +544,7 @@ open class UncivGame(val isConsoleMode: Boolean = false) : Game(), PlatformSpeci
|
|||
|
||||
companion object {
|
||||
//region AUTOMATICALLY GENERATED VERSION DATA - DO NOT CHANGE THIS REGION, INCLUDING THIS COMMENT
|
||||
val VERSION = Version("4.8.18", 928)
|
||||
val VERSION = Version("4.8.19", 929)
|
||||
//endregion
|
||||
|
||||
lateinit var Current: UncivGame
|
||||
|
|
|
|||
33
fastlane/metadata/android/en-US/changelogs/929.txt
Normal file
33
fastlane/metadata/android/en-US/changelogs/929.txt
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Tile filter
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Improvement filter
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Terrain filter
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Building filter
|
||||
|
||||
Modding: Added "non-[filter]" and multi-value filtering to Nation and Civ filters
|
||||
|
||||
Modding: Added "non-[filter]" filtering for unit filters
|
||||
|
||||
Modding: Added "[relativeAmount] Air Interception Range" unique
|
||||
|
||||
Resolved - Add/remove attack images on the tile, even if the attacked unit has meanwhile been killed
|
||||
|
||||
Resolved - *internal* tilesets to load are now determined pre-loading, to minimize concurrent modification exceptions
|
||||
|
||||
Resolved - dim resources on tiles not immediately visible
|
||||
|
||||
By SomeTroglodyte:
|
||||
- Allow controlling Android fullscreen from options
|
||||
- (UX, minor) Change "took tile damage" notification to **select** the poor victim
|
||||
|
||||
Fix unit triggers not triggering/triggering off the wrong units - By SeventhM
|
||||
|
||||
AI diplomacy balancing - By tuvus
|
||||
|
||||
Add files via upload - By GeneralWadaling
|
||||
|
||||
Test/add tests for cityexpansionmanager - By Framonti
|
||||
Loading…
Reference in New Issue
Block a user