Fix some issues reported on Transifex.
This was SVN commit r17037.
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0c043b5bdb
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@ -98,6 +98,7 @@ function updateCounters()
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{
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var currentSpeed = Engine.GetSimRate();
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if (currentSpeed != 1.0)
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// Translation: The "x" means "times", with the mathematical meaning of multiplication.
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caption += sprintf(
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translate("%(time)s (%(speed)sx)"),
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{
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@ -474,6 +474,7 @@ function addChatMessage(msg)
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{
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let lastAmount = amounts.pop();
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amounts = sprintf(translate("%(previousAmounts)s and %(lastAmount)s"), {
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// Translation: This comma is used for separating first to penultimate elements in an enumeration.
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"previousAmounts": amounts.join(translate(", ")),
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"lastAmount": lastAmount
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});
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@ -138,12 +138,12 @@ function getTradingTooltip(gain)
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});
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if (gain.market1Gain && gain.market1Owner != gain.traderOwner)
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tooltip += translate(", ") + sprintf(translate("%(gain)s (%(player)s)"), {
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tooltip += translateWithContext("Separation mark in an enumeration", ", ") + sprintf(translate("%(gain)s (%(player)s)"), {
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gain: gain.market1Gain,
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player: (!g_IsNetworked && gain.market1Owner == playerID) ? translate("You") : simState.players[gain.market1Owner].name
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});
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if (gain.market2Gain && gain.market2Owner != gain.traderOwner)
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tooltip += translate(", ") + sprintf(translate("%(gain)s (%(player)s)"), {
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tooltip += translateWithContext("Separation mark in an enumeration", ", ") + sprintf(translate("%(gain)s (%(player)s)"), {
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gain: gain.market2Gain,
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player: (!g_IsNetworked && gain.market2Owner == playerID) ? translate("You") : simState.players[gain.market2Owner].name
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});
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@ -1,6 +1,6 @@
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PIKEMEN
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- Heavily armored and slow. Low attack.
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- Used against cavalry for a 4x attack bonus or against other melee infantry to pin them them in place.
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- Used against cavalry or against other melee infantry to pin them in place.
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- Available to: Macedonians, Seleucids, and Ptolemies.
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@ -1,8 +1,8 @@
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STOA
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- A special starting structure for the Hellenes.
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- A special starting structure for Greek factions.
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- Grants +10 Population.
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- Only enabled in some game modes.
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- Only present on some maps.
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- Can be found in the Atlas editor for custom scenarios.
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@ -255,7 +255,7 @@ var economic_walkthrough = [
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{
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"trigger": "time",
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"time": 525,
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"instructions": markForTranslation(" - Build enough houses, your CC should be kept busy as much as possible, it is the only training building until town phase.")
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"instructions": markForTranslation(" - Build enough houses, your CC should be kept busy as much as possible.")
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},
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{
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"trigger": "time",
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@ -22,13 +22,21 @@ Visibility.prototype.Init = function()
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{
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this.retainInFog = this.template.RetainInFog == "true";
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this.alwaysVisible = this.template.AlwaysVisible == "true";
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this.corpse = this.template.Corpse == "true";
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this.preview = this.template.Preview == "true";
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this.activated = false;
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// This component is used by corpses and previews.
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// Activation happens at template loading.
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this.corpse = this.template.Corpse == "true";
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this.preview = this.template.Preview == "true";
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if (this.preview || this.corpse)
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this.SetActivated(true);
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// If the entity is a GarrisonHolder, it can hold units from
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// other players than the owner. In that situation, the entity needs
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// to be visible for those players, else they won't be able to un-
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// garrison their own units.
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this.garrisonPlayers = [];
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};
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/**
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@ -52,6 +60,11 @@ Visibility.prototype.IsActivated = function()
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return this.activated;
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};
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Visibility.prototype.ChangeGarrisonPlayers = function(players)
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{
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};
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/**
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* This function is called if the range manager scriptedVisibility flag is set to true for this entity.
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* If so, the return value supersedes the visibility computed by the range manager.
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@ -8,7 +8,7 @@
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<Capturable.GarrisonRegenRate> <Add>2</Add> </Capturable.GarrisonRegenRate>
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</Modifications>
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<AuraName>Hero Aura</AuraName>
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<AuraDescription>When garrisoned in a structure, it galvanizes its defenders, +2 GarrisonRegenRate</AuraDescription>
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<AuraDescription>When garrisoned in a structure, the hero gives it a bonus of +2 capture points recovery rate.</AuraDescription>
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</AuraA>
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</Auras>
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<Attack>
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@ -12,7 +12,7 @@
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<Attack.Capture.Value> <Add>1</Add> </Attack.Capture.Value>
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</Modifications>
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<AuraName>Tactician Aura</AuraName>
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<AuraDescription>All allied units +2 Attack and +1 Capture within vision range of him.</AuraDescription>
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<AuraDescription>All allied units +2 Attack and +1 Capture within his vision range.</AuraDescription>
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<OverlayIcon>art/textures/ui/session/auras/attack_bonus.png</OverlayIcon>
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</Aura1>
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</Auras>
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@ -22,8 +22,7 @@
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<GenericName>Darius The Great</GenericName>
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<SpecificName>Darayavahush I</SpecificName>
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<Icon>units/pers_hero_darius.png</Icon>
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<Tooltip>Hero Aura: "Merchant of the Empire." Boosts profitablity of trade during his lifetime (TBD).
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Ranged attack 2x vs. spearmen. Ranged attack 1.5x vs. Swordsmen.</Tooltip>
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<Tooltip>Hero Aura: "Merchant of the Empire." Boosts profitablity of trade during his lifetime (TBD).</Tooltip>
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<History>(King, 521 BC - 486 BC) The son of Vishtaspa (Hystaspes), the satrap of Parthia and Hyrcania; a great administrator as well as a decent general, Darius introduced the division of the empire into satrapies and conquered NW India, Thrace and Macedonia. He was called the 'Merchant of the Empire'.</History>
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</Identity>
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<Loot>
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@ -11,7 +11,7 @@
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<Attack.Capture.Value> <Add>2</Add> </Attack.Capture.Value>
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</Modifications>
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<AuraName>Sword of Rome Aura</AuraName>
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<AuraDescription>+5 Attack and +2 Capture for Roman units within sight of him.</AuraDescription>
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<AuraDescription>+5 Attack and +2 Capture for Roman units within his vision range.</AuraDescription>
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<OverlayIcon>art/textures/ui/session/auras/attack_bonus.png</OverlayIcon>
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</Aura1>
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</Auras>
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@ -4,7 +4,6 @@
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<Civ>gaia</Civ>
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<GenericName>Samnite Swordsman</GenericName>
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<SpecificName>(Samnite Swordsman)</SpecificName>
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<Tooltip>Bonus vs. All Spear Units.</Tooltip>
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<History>The Samnites were an aboriginal people of Southern and Central Italy. They were fierce warriors and frequently rebelled against Roman rule.</History>
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<VisibleClasses datatype="tokens">Mercenary</VisibleClasses>
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<Icon>units/samnite_swordsman.png</Icon>
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